Page MenuHomeFeedback Tracker
Feed Arma 3 Activity

May 10 2016

Zed edited Steps To Reproduce on T76777: Incorrectly placed building at 189180.
May 10 2016, 8:09 AM · Arma 3
Bohemia edited Steps To Reproduce on T76775: Rain sound as a gunner.
May 10 2016, 8:09 AM · Arma 3
Bohemia added a project to T76776: Briefing module disappears when clicking on "OK": Arma 3.
May 10 2016, 8:09 AM · Arma 3
Bohemia updated subscribers of T76775: Rain sound as a gunner.
May 10 2016, 8:09 AM · Arma 3
Moricky added a comment to T76776: Briefing module disappears when clicking on "OK".

This is because the current technology doesn't allow editing existing briefing entries. The module reflects it by deleting the module after you confirm it.

We'd like to look at the briefing structure in the future, but I'm afraid this issue will have to remain until then.

May 10 2016, 8:09 AM · Arma 3
Kilian edited Steps To Reproduce on T76776: Briefing module disappears when clicking on "OK".
May 10 2016, 8:09 AM · Arma 3
Bohemia added a project to T76775: Rain sound as a gunner: Arma 3.
May 10 2016, 8:09 AM · Arma 3
Killzone_Kid added a comment to T76774: setPos doesn't work for JIP, but it changes getPos value.

possibly related http://feedback.arma3.com/view.php?id=17402

May 10 2016, 8:09 AM · Arma 3
Bohemia updated subscribers of T76774: setPos doesn't work for JIP, but it changes getPos value.
May 10 2016, 8:09 AM · Arma 3
Killzone_Kid added a comment to T76774: setPos doesn't work for JIP, but it changes getPos value.

Ok add to this that it is random! Just retested and teleport didn't happen on the second JIP not the first one

May 10 2016, 8:09 AM · Arma 3
Iceman added a comment to T76774: setPos doesn't work for JIP, but it changes getPos value.

Hello,

would it be possible to upload a simple repro mission?

Thank you very much

May 10 2016, 8:09 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T76774: setPos doesn't work for JIP, but it changes getPos value.
May 10 2016, 8:09 AM · Arma 3
Bohemia updated subscribers of T76773: Sector control add civilan side.
May 10 2016, 8:09 AM · Arma 3
Goblinbutt edited Steps To Reproduce on T76772: Sound of Raindrops while in some vehicles..
May 10 2016, 8:09 AM · Arma 3
Bohemia added a project to T76774: setPos doesn't work for JIP, but it changes getPos value: Arma 3.
May 10 2016, 8:09 AM · Arma 3
Bohemia added a project to T76773: Sector control add civilan side: Arma 3.
May 10 2016, 8:09 AM · Arma 3
Fank edited Steps To Reproduce on T76773: Sector control add civilan side.
May 10 2016, 8:09 AM · Arma 3
Bohemia updated subscribers of T76772: Sound of Raindrops while in some vehicles..
May 10 2016, 8:09 AM · Arma 3
Bohemia added a project to T76772: Sound of Raindrops while in some vehicles.: Arma 3.
May 10 2016, 8:09 AM · Arma 3
R34P3R added a comment to T76771: playSound3D is global command that is *not* JIP compatible.

Still not working on DEDICATED ! (Global command wich not work on Server)

May 10 2016, 8:09 AM · Arma 3
Killzone_Kid added a comment to T76771: playSound3D is global command that is *not* JIP compatible.

updated repro

May 10 2016, 8:09 AM · Arma 3
chris579 added a comment to T76771: playSound3D is global command that is *not* JIP compatible.

#PUSH

Still more info needed?

May 10 2016, 8:09 AM · Arma 3
Killzone_Kid added a comment to T76771: playSound3D is global command that is *not* JIP compatible.

related to server side of playSound3d being broken http://feedback.arma3.com/view.php?id=17678

May 10 2016, 8:09 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T76771: playSound3D is global command that is *not* JIP compatible.
May 10 2016, 8:09 AM · Arma 3
Bohemia updated subscribers of T76771: playSound3D is global command that is *not* JIP compatible.
May 10 2016, 8:09 AM · Arma 3
Iceman added a comment to T76771: playSound3D is global command that is *not* JIP compatible.

Hello,

would it be possible to upload a simple repro mission?

Thank you very much

May 10 2016, 8:09 AM · Arma 3
Bohemia added a project to T76771: playSound3D is global command that is *not* JIP compatible: Arma 3.
May 10 2016, 8:09 AM · Arma 3
MadDogX added a comment to T76770: Zeus remote control artillery computer not working as intended (Artillery computer option still shows up).

Mass closing tickets marked as resolved more than 1 month ago.

If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.

May 10 2016, 8:09 AM · Arma 3
sadovsf added a comment to T76770: Zeus remote control artillery computer not working as intended (Artillery computer option still shows up).

So problem was fixed and will be delivered to you as soon as possible ;)

rev. 123779

May 10 2016, 8:09 AM · Arma 3
Kilian added a comment to T76770: Zeus remote control artillery computer not working as intended (Artillery computer option still shows up).

Just checked, it is indeed an issue. I made a video (not sure if that's really going to help, but it took me 10 minutes so, yeah : https://www.youtube.com/watch?v=MMWntzcOYJE&feature=youtu.be )

May 10 2016, 8:09 AM · Arma 3
dangles35 edited Steps To Reproduce on T76770: Zeus remote control artillery computer not working as intended (Artillery computer option still shows up).
May 10 2016, 8:09 AM · Arma 3
FeralCircus added a comment to T76769: FEATURE REQUEST: Attitude meter for off road vehicles....

lol not going too well this idea is it? :-z

Would any of the down voters care to explain why they are against such a realistic and functional feature?

May 10 2016, 8:09 AM · Arma 3
FeralCircus edited Steps To Reproduce on T76769: FEATURE REQUEST: Attitude meter for off road vehicles....
May 10 2016, 8:09 AM · Arma 3
FeralCircus added a comment to T76769: FEATURE REQUEST: Attitude meter for off road vehicles....

The reason that off road vehicles have an attitude meter is so you can tell when you are taking the vehicle to the limits so you don't end up on your roof :-)

Really important for military vehicles exploring an unknown route with extreme terrain.

Here's one in its simplest form...
http://www.aliexpress.com/item/Off-road-vehicle-balance-instrument-Car-slope-meter-Measuring-tilt-Angle-elevation-Angle-rotation-Angle-changes/1072490436.html

May 10 2016, 8:09 AM · Arma 3
Bohemia updated subscribers of T76769: FEATURE REQUEST: Attitude meter for off road vehicles....
May 10 2016, 8:09 AM · Arma 3
Kilian added a comment to T76769: FEATURE REQUEST: Attitude meter for off road vehicles....

Okay, even though I don't understand why you would need to know the pitch of your offroad, what you are looking for is calling "augmented reality on windshield". I added a picture.

May 10 2016, 8:09 AM · Arma 3
Bohemia added a project to T76770: Zeus remote control artillery computer not working as intended (Artillery computer option still shows up): Arma 3.
May 10 2016, 8:09 AM · Arma 3
Shields added a comment to T76768: Vehicle Compasses.

This is an actual problem with for example an assault boat. You do not have a radar and you cannot bring your compass up. The only way to navigate in an assault boat is via GPS. Regarding other vehicles i don't think anything needs to be done.

Simply make the use of compass available in assault boats.

May 10 2016, 8:09 AM · Arma 3
Bohemia added a project to T76769: FEATURE REQUEST: Attitude meter for off road vehicles...: Arma 3.
May 10 2016, 8:09 AM · Arma 3
DrPastah added a comment to T76768: Vehicle Compasses.

I find it very annoying that I can't use my compass for some vehicles. It's RIDICULOUS! For instance if I'm by myself in a boat, I don't have a radar and it doesn't let me pull out my compass. HOW AM I SUPPOSED TO KNOW WHERE I'M GOING?

Please add the ability to use your compass as a driver.

May 10 2016, 8:09 AM · Arma 3
Koala added a comment to T76768: Vehicle Compasses.

Learn the bearings.

North = 0
East = 90
South = 180
West = 270

On the other hand, use the GPS of the vehicles (it's showing the view direction too).

May 10 2016, 8:09 AM · Arma 3
Kerolyte added a comment to T76768: Vehicle Compasses.

I know! But like I said, I can't read bearings that quickly.

May 10 2016, 8:09 AM · Arma 3
Moricky added a comment to T76768: Vehicle Compasses.

The radar IS compass ;)

May 10 2016, 8:09 AM · Arma 3
gdscei added a comment to T76767: Uniform and vest containers do not get deleted after addUniform and addVest commands.

That could be possible, I will check it out tonight. Thanks!

May 10 2016, 8:09 AM · Arma 3
Kerolyte edited Steps To Reproduce on T76768: Vehicle Compasses.
May 10 2016, 8:09 AM · Arma 3
Bohemia added a project to T76768: Vehicle Compasses: Arma 3.
May 10 2016, 8:09 AM · Arma 3
japapatramtara added a comment to T76767: Uniform and vest containers do not get deleted after addUniform and addVest commands.

just my 50cents: changes were made on data and code side. So Maybe you have a correct binary file, but still using an old version of Addons.

May 10 2016, 8:09 AM · Arma 3
gdscei added a comment to T76767: Uniform and vest containers do not get deleted after addUniform and addVest commands.

Yeah, it's working now :)

May 10 2016, 8:09 AM · Arma 3
MadDogX added a comment to T76767: Uniform and vest containers do not get deleted after addUniform and addVest commands.

Mass closing tickets marked as resolved more than 1 month ago.

If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.

May 10 2016, 8:09 AM · Arma 3
Bohemia updated subscribers of T76768: Vehicle Compasses.
May 10 2016, 8:09 AM · Arma 3
SaMatra added a comment to T76767: Uniform and vest containers do not get deleted after addUniform and addVest commands.

Checked DEV version, everything works properly now, both addUniform and addVest commands delete previous uniform and vest.

May 10 2016, 8:09 AM · Arma 3
gdscei added a comment to T76767: Uniform and vest containers do not get deleted after addUniform and addVest commands.

Thanks, I will check this out tonight then. japa, this issue can be set as resolved then I think, if it works fine for SaMatra, must be something wrong with my set-up.
If I notice any other issue with this I will make a new issue (as I have been having some issues myself with items in uniforms/vest syncing to server, but that is a different problem)

May 10 2016, 8:09 AM · Arma 3
SaMatra added a comment to T76767: Uniform and vest containers do not get deleted after addUniform and addVest commands.

gdscei, yes, both addVest and addUniform properly delete previous containers as well as create new containers, you either use wrong dev version or its some kind of misunderstanding, everything works perfect for me.

May 10 2016, 8:09 AM · Arma 3
gdscei added a comment to T76767: Uniform and vest containers do not get deleted after addUniform and addVest commands.

SaMatra, are the containers variables cleared for you? They are not for me.

japa: will try this evening to get some images. Basicly, in the repro, there are two variables per clothing item (uniform & vest), oldUniform & uniformContainer, and oldVest & vestContainer. The oldUniform&oldVest variables are NULL when changed, but the container variables stay with the same data for me.

May 10 2016, 8:09 AM · Arma 3
japapatramtara added a comment to T76767: Uniform and vest containers do not get deleted after addUniform and addVest commands.

should be fixed in DEV. 124012(will be distributed tomorrow). So please give me a feedback whether my patch will really help

May 10 2016, 8:09 AM · Arma 3
japapatramtara added a comment to T76767: Uniform and vest containers do not get deleted after addUniform and addVest commands.

sorry, but I'm trying to understand you. Can you describe a concrete problem? Maybe with before/after image as attachment?

May 10 2016, 8:09 AM · Arma 3
gdscei added a comment to T76767: Uniform and vest containers do not get deleted after addUniform and addVest commands.

The oldUniform and oldVest variables do return NULL object, but the container variables are not, they are still filled with the same data as before changing uniform/vest.

May 10 2016, 8:09 AM · Arma 3
gdscei added a comment to T76767: Uniform and vest containers do not get deleted after addUniform and addVest commands.

I tried the repro out in DEV 29-4 124017, container variables in hint still not deleted.

May 10 2016, 8:09 AM · Arma 3
japapatramtara added a comment to T76767: Uniform and vest containers do not get deleted after addUniform and addVest commands.

still not deleted or start returning <NULL-object>? Because variables oldUniform and oldVest are still present, but should lead to a NULL object

May 10 2016, 8:09 AM · Arma 3
Killzone_Kid added a comment to T76767: Uniform and vest containers do not get deleted after addUniform and addVest commands.

LoL

May 10 2016, 8:09 AM · Arma 3
SaMatra edited Steps To Reproduce on T76767: Uniform and vest containers do not get deleted after addUniform and addVest commands.
May 10 2016, 8:09 AM · Arma 3
Bohemia updated subscribers of T76767: Uniform and vest containers do not get deleted after addUniform and addVest commands.
May 10 2016, 8:09 AM · Arma 3
PR9INICHEK added a comment to T76766: Using <br> in the Title Line in the description.ext does not work..

Maybe need to close?

May 10 2016, 8:09 AM · Arma 3
PR9INICHEK added a comment to T76766: Using <br> in the Title Line in the description.ext does not work..

Max Length OnLoadName is 22 symbols and one line!
And rightly br/(br /)With <>
Not <br \>

Sorry for my Bad English

May 10 2016, 8:09 AM · Arma 3
Bohemia added a project to T76767: Uniform and vest containers do not get deleted after addUniform and addVest commands: Arma 3.
May 10 2016, 8:09 AM · Arma 3
Iceman added a comment to T76766: Using <br> in the Title Line in the description.ext does not work..

Hello,

could you please upload a repro mission with description.ext file displaying the problem? It would help us a lot. Thank you.

May 10 2016, 8:09 AM · Arma 3
DasClark added a comment to T76766: Using <br> in the Title Line in the description.ext does not work..

sorry about the delay. It is uploaded. All vanilla.

May 10 2016, 8:09 AM · Arma 3
Iceman added a comment to T76766: Using <br> in the Title Line in the description.ext does not work..

Hello,

thank you for the repro mission. I was not able to see anything wrong, though. It could be that I am using very powerful PC and my loading screen is too short to display the mission name (tried SP, MP and MP on dedicated server). Could you please upload a short video (on youtube for example) where the problem can be seen?

May 10 2016, 8:09 AM · Arma 3
DasClark added a comment to T76766: Using <br> in the Title Line in the description.ext does not work..

will do.

May 10 2016, 8:09 AM · Arma 3
DasClark added a comment to T76766: Using <br> in the Title Line in the description.ext does not work..

will do tonight.

May 10 2016, 8:09 AM · Arma 3
Bohemia updated subscribers of T76765: Getting AI into a building..
May 10 2016, 8:08 AM · Arma 3
DasClark edited Steps To Reproduce on T76765: Getting AI into a building..
May 10 2016, 8:08 AM · Arma 3
Bohemia added a project to T76766: Using <br> in the Title Line in the description.ext does not work.: Arma 3.
May 10 2016, 8:08 AM · Arma 3
DasClark edited Steps To Reproduce on T76766: Using <br> in the Title Line in the description.ext does not work..
May 10 2016, 8:08 AM · Arma 3
Bohemia added a project to T76765: Getting AI into a building.: Arma 3.
May 10 2016, 8:08 AM · Arma 3
Bohemia updated subscribers of T76766: Using <br> in the Title Line in the description.ext does not work..
May 10 2016, 8:08 AM · Arma 3
L3TUC3 edited Steps To Reproduce on T76764: Workshop mission description.ext header entries are ignored in UI..
May 10 2016, 8:08 AM · Arma 3
Bohemia updated subscribers of T76764: Workshop mission description.ext header entries are ignored in UI..
May 10 2016, 8:08 AM · Arma 3
Bohemia added a project to T76764: Workshop mission description.ext header entries are ignored in UI.: Arma 3.
May 10 2016, 8:08 AM · Arma 3
muf added a comment to T76764: Workshop mission description.ext header entries are ignored in UI..

You're right. The reason is, that the description.ext resides inside of .pbo stored on Steam Workshop. Steam doesn't allow to access the insides of the .pbo, so to display at least some information we decided to display Steam's metadata (mission name, author, description and picture). There exist certain possibilities for improvement of this behavior and will be investigated.

May 10 2016, 8:08 AM · Arma 3
Bohemia updated subscribers of T76763: ID's KEEP CHANGING.
May 10 2016, 8:08 AM · Arma 3
colonel_cranc edited Steps To Reproduce on T76762: Orca Pilot death bug.
May 10 2016, 8:08 AM · Arma 3
Fireball added a comment to T76761: HEMTT AMMO headlights appear to always be on at night when viewing from a distance of 25-35m.

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.

May 10 2016, 8:08 AM · Arma 3
Kilian added a comment to T76762: Orca Pilot death bug.

Hello, you don't even need to bother exploding the orca in air, just kill the pilot. I used a GM6 Lynx, the orca was on the ground.

May 10 2016, 8:08 AM · Arma 3
Bohemia updated subscribers of T76762: Orca Pilot death bug.
May 10 2016, 8:08 AM · Arma 3
RTEK edited Steps To Reproduce on T76763: ID's KEEP CHANGING.
May 10 2016, 8:08 AM · Arma 3
Bohemia added a project to T76762: Orca Pilot death bug: Arma 3.
May 10 2016, 8:08 AM · Arma 3
Bohemia added a project to T76763: ID's KEEP CHANGING: Arma 3.
May 10 2016, 8:08 AM · Arma 3
Iceman added a comment to T76761: HEMTT AMMO headlights appear to always be on at night when viewing from a distance of 25-35m.

Hello,
it is fixed now, thank you very much.

May 10 2016, 8:08 AM · Arma 3
Bohemia added a project to T76761: HEMTT AMMO headlights appear to always be on at night when viewing from a distance of 25-35m: Arma 3.
May 10 2016, 8:08 AM · Arma 3
k0rd edited Steps To Reproduce on T76761: HEMTT AMMO headlights appear to always be on at night when viewing from a distance of 25-35m.
May 10 2016, 8:08 AM · Arma 3
Bohemia updated subscribers of T76761: HEMTT AMMO headlights appear to always be on at night when viewing from a distance of 25-35m.
May 10 2016, 8:08 AM · Arma 3
mikero added a comment to T76760: Objects (buildings & trees) are not represented on ingame map.

latest update to pboProject incorporates the discoveries made by DeanosBeano, to whom, all honor and glory.

People using pboProject are reporting that the 'no icons' issue is now solved. See:
http://forums.bistudio.com/showthread.php?180033-Building-now-showing-on-MAP

---

https://dev.withsix.com/projects/mikero-pbodll/files

enjoy

May 10 2016, 8:08 AM · Arma 3
deanosbeano added a comment to T76760: Objects (buildings & trees) are not represented on ingame map.

It does read the Model ok the problem is because of two reaons :
A: you havent binarised the Mlod house etc first ( addon builder will move this to the temp folder)
B: Addon Builder will not move a binarised P3d to the temp folder becuase its on a map , you have to do it manually before Binarisng the map.

Log report Using Unbinned A3 Sample Houseexample and Binarised Gate reports as follows without moving the Binned p3ds and not Binarising the Mlod sample house before Binarising the map :

A3 Binarised P3d
using non-binarized object a3\structures_f\walls\city_gate_f.p3d
Cannot open object a3\structures_f\walls\city_gate_f.p3d

A3 Samples Unbinarised P3d
using non-binarized object samples_f\Test_House_01\Test_House_01_F.p3d
Cannot open object samples_f\test_house_01\test_house_01_f.p3d

THE TEMP FIX : http://i.imgur.com/5ddoKZD.jpg
It seems the FIX is to manually copy the Folders of the Binarised objects your map uses and configs to Local\temp\ or whatever the TEMP folder is defined as in your addon builder GUI.
The Models that are used and unbinarised must be Binarised Before the map is Binarised.

this will then fix it , you will still get the unrelatedd error of the Walls not having a Class in the Geo LOD but it will now work and show in the m,ap :)

Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city2_4m_f exists, but there is no property class in a3\structures_f\walls\city2_4m_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city_pillar_f exists, but there is no property class in a3\structures_f\walls\city_pillar_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city2_4m_f exists, but there is no property class in a3\structures_f\walls\city2_4m_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city_pillar_f exists, but there is no property class in a3\structures_f\walls\city_pillar_f.p3d
Class Land_city2_4m_f exists, but there is no property class in a3\structures_f\walls\city2_4m_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city_pillar_f exists, but there is no property class in a3\structures_f\walls\city_pillar_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d

Im not sure this is related possibly because there are two instances of the wall in the same place or its simply registering the presence of the object , i will check that :)

Info: Persistence detected on [139,177]:

"a3\structures_f\walls\city_gate_f.p3d": "house": 16
"samples_f\test_house_01\test_house_01_f.p3d": "house": 16

Info: Persistence detected on [140,177]:

"a3\structures_f\households\house_big01\i_house_big_01_v1_f.p3d": "house": 16

Info: Persistence detected on [139,177]:

"a3\structures_f\walls\city_gate_f.p3d": "house": 16
"samples_f\test_house_01\test_house_01_f.p3d": "house": 16

Info: Persistence detected on [140,177]:

"a3\structures_f\households\house_big01\i_house_big_01_v1_f.p3d": "house": 16
May 10 2016, 8:08 AM · Arma 3
mikero added a comment to T76760: Objects (buildings & trees) are not represented on ingame map.

Nicely explained. I'm scratching head at moment to see how to automate this in pboProject.

May 10 2016, 8:08 AM · Arma 3
deanosbeano added a comment to T76760: Objects (buildings & trees) are not represented on ingame map.

Well its obviously a mixture of incoherent rant and Facts
The strange thing is Binpbo used to copy every Texture p3d and config that was related in the Reqired addons in cfgpatches / and cfgvehicle dependancy over to the Temp file during binarising , The CLEAR TEMP was never what it depicted itself to be because it has nor never should clear the Temp files unless the current file or part there of has changed , or it would recopy every file to TEMP every Binarise session and that would be rificulous.

I have wondered if the Bin config in the Binarizefolder was kep uptodate it would also help as its simply a very low version of the heirarchy and is never updated , never actually knew what the exe pulls from the Addon to be binarised and pits against the Binarize version but there is always clashes and arguments with the two .

Anway hope the TEMP fix helps some

May 10 2016, 8:08 AM · Arma 3
deanosbeano added a comment to T76760: Objects (buildings & trees) are not represented on ingame map.

Depends if you trust Bis to automate the process and completely ruin the whole shebang or worse trust them to read from your actual pdrive and files and completely misubdrstand UAC registries ,xml , Et Al and ruin everything again and delete your sources :)

For me its a Fix because it works it involves Ctrl C and Ctrl V and thats it just once .
For others as always its a world of choice , wait for bis and cross fingers or take matters into your own hands

Personally I dont think your arma3p is a fix but a work around because I have pbos full of binned models and configs in the game folder but now I have 3 , but I welcome yoyr Fix with open arms and woukdnt trust bis to alliw buldozer and tb to read straight from the pbo :) like the game already does and use psuedo p3d for binarising made up of geo lod for class properties

To put into perspective, ive lost over 200 hours of valuable spare time and what I find incredulous is im forced to use your environment to be able to use BIS tools and BIS refuse to accept there Instalation is flawed beyond contempt .
Take this guy for instance , I dont know whos telling him that using the launcher will give you a pdruve with physx and a buldozer exe , but ill tell him to his face im in windows 8.1 and hes talkung shite and to me that's been the problem , they simply have a monoculture of it works on the devs pc so it works .

http://forums.bistudio.com/showthread.php?183039-no-buldozer-exe-downloaded-via-tools&p=2771429&viewfull=1#post2771429

Full respect to yourself and iceman without whom we woukd stilk be on all new models or empty terrain , but I wonder with 2 branches of dev approach is it never tge twain shall meet ?

May 10 2016, 8:08 AM · Arma 3
mikero added a comment to T76760: Objects (buildings & trees) are not represented on ingame map.

Just to be clear about this, the 'missing icons' is not a T/B issue

the problem is with a3's version of bis binarise. It can't read the properties of pre binarised p3d's to estimate the size of the model and hence, create a bounding box (or elliptical) icon.

It actually gives the WRONG error message in the log when attempting to do so, that it's discovered the p3d is UN binarised and can't proceed. It's actually the reverse.

May 10 2016, 8:08 AM · Arma 3
mikero added a comment to T76760: Objects (buildings & trees) are not represented on ingame map.

This is NOT a fix. it's a welcome workaround for people to be able to use arma3's buildings. As much as it's needed, as a solution, it's many times worse than the original BinPbo's need to have duplicate copies of configs in P:\ *and* in your\project\. Now, not only are the configs (apparently) needed but so too, doubled up copies of p3d's

regardless, thank you for providing a solution

May 10 2016, 8:08 AM · Arma 3
GToF added a comment to T76760: Objects (buildings & trees) are not represented on ingame map.

still waiting since april... :-(

can t we have some feedback Mr Iceman please ?

May 10 2016, 8:08 AM · Arma 3