It would be nice to have these clothes available... Great for guerilla operations and cqb environments. It would also add a lot of possibilities for scenarios. Like having maybe scientists being held hostage or priests in the churches or VIP businessmen in suits. Currently all the civilians wear shorts, sandals, & a t-shirt.
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May 10 2016
@Moricky/Pettka
That's strange, because I took a look into the VR Arsenal again and all above posted entries are still visible for me (Kabeiroi Leader's Outfit, Novak's Leisure Suit etc.).
Hi Moricky, I've justed tested the VR Arsenal five minutes ago and can still see these entries (see above). Maybe you were using another (updated) version? My actual dev-branch-version is 1.25.125852.
Cannot reproduce, I can't see these uniforms in the Arsenal.
They are supposed to be hidden, maybe one day they were accidentally visible.
Please check if you can still see them.
ok, I got a bit confused. Some of the uniforms are no longer there (Kabeiroi Leader's Outfit, Novak's Leisure Suit, Scavenger Clothes, ...), so I took it that it's fixed.
But you're right some of them are still duplicate (e.g., Commoner Clothes 4-6). Assigning to encoding king pettka.
The entries are in the latest dev-branch 1.25.125884 too.
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.
Issue was fixed a long time ago (in version 0.8.125916).
How about the bug when arma 3 launcher brings up previous profile names you've used? That's still there.
Hi Shields,
thanks for reporting that issue, I'll pass it to our QA team for investigation.
I can't confirm that they ever work, but its certain they don't work right now.
Hello,
thank you for your report. It seems that your problem is that DirectX crashes. This may be from various reasons, such as outdated DirectX, outdated drivers, overclocked CPU or GPU [by manufacturer or user] and many more.
Sadly, there is nothing that can be done from our site. I linked this problem to bug number #0000579, where you can read useful tips in comments.
Sorry for the inconvenience, have a nice day.
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.
It's not clear because the button text is missing (reported in #19452). Will be fixed once Arsenal is released to the default build.
There is an exit button on the bottom left of the Virtual Arsenal HUD.
Edit: I found out, what your problem is. You forgot to mention, that you pressed "Try" and got stuck in the virtual reality room.
Hello,
we were unable to reproduce the problem.
Could you please provide more info (repro steps)?
Also, are you using any mods?
Closing as duplicate.
I have long wanted to create this thread.
Dear Dev team. You yourself say that ARMA is primarily a simulation of infantry, but the game has no elementary physics of jumps/falling of infantryman!
Damage to the player, when player fall or jump you have not forgotten to do.
But the jump and falling is not made! Why we have such nonsence?
I think this may have been fixed! I was playing about on Zeus and the flash lights weren't penetrating walls or even H-barriers. Try it out.
If it is it pretty much disproves my previous post xD
Cenwulf, yes, but you do not need to draw every single one of them on the whole Altis, 30 quadratic meters could be enough!
I was also talking about static map placed objects, was simply using zeus to test it.
I got Zeus, gave a dude a flashlight and pointed him at stuff. Here are some screenshots:
https://www.dropbox.com/s/8djdz3puc6qzli9/2014-07-16_00001.jpg
https://www.dropbox.com/s/tm1ux3ahjh7v6vv/2014-07-16_00002.jpg
https://www.dropbox.com/s/m20ndgseu30gen8/2014-07-16_00003.jpg
https://www.dropbox.com/s/nse7iqrl28kkyai/2014-07-16_00004.jpg
https://www.dropbox.com/s/7mkh8m3ugrw8osa/2014-07-16_00005.jpg
https://www.dropbox.com/s/daq79pnzvyznjme/2014-07-16_00006.jpg
From the looks of it you're right, light still penetrates walls but for me it's much less noticeable than I seem to remember it being. It's not a true shadow though, they simply reduce the range/intensity of the light when shone at objects that should block it so some light still gets through.
Does this look like an improvement or do the screenshots basically illustrate what you are reporting?
Cenwulf, facepalm.... I am not talking about objects you can add yourself with the editor.... I am talking about houses and majority of static objects already existing on the map and I am also talking about the flashlight!!!
Even though dynamic shadows exist in the game, they are stencil, not shadow maps... It's incorrect due to an odd CPU utilization instead of GPU
Also this is a duplicate of http://feedback.arma3.com/view.php?id=4180.
Having objects cast shadows from dynamic (moving/not static) light sources is possible and has been done in other games.
However, the performance cost of implementing it into Arma 3 would be huge simply due to the shear number of dynamic light sources it is possible to have in a single rendered scene (think 40 soldiers all with flashlights storming a town at night). Forcing all objects in the game world to cast shadows from multiple dynamic light sources is simply not feasible with current graphics hardware. The only options left are to either reduce the number of light sources rendered in any one scene or render them all but not allow them to cast shadows.
The current approach is actually a combination of the two but the number of light sources possible to be rendered at once is dramatically higher than it would be if the engine were forced to calculate shadows for each individual light.
It's unfortunate but I believe its more a limitation of current generation graphics hardware processing power not a bug in the Arma engine itself.
There is also the thing of them not just being called NVGoggles anymore, they have set colors for different factions.
If in doubt, scour the Config browser (usually in CfgWeapons). You'll be surprised how useful it is for finding classnames and such.
yep, I believe they are "NVGoggles", "NVGoggles_OPFOR", and "NVGoggles_INDEP"
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.
NVGoogles
Google is the search engine... :)
Try with "Goggles" instead.
What Chairborne said XD
I've tried it. Recived the same "no entry" error. I have also reinstalled the game.
Well, that was emberossing. Sorry.
have you tried
this removeWeapons "NVGoggles"; ?
that's what I've always used
maybe verify your game cache? I have no problem removing them.
Chairborne, maybe you're 100 times reconsider video and stop writing some nonsense? If you watch video again you will see that on wall no traces of bullets. I don't understand why BIS not fixed this old bugs. But they make some crap things as fatigue.
I didn't mean to hurt your feelings ma'am.
I'll show myself out, have a nice day.
One thing to be tested in debug console:
0 = [] spawn {while {true} do {hintSilent format ["%1 ",lineIntersectsWith [eyePos player, ATLtoASL screenToWorld [0.5,0.5]]]; sleep 0.5}}
What is returned for these places & conditions?
Another indication is that my character will says something like "Machine gunner at 200 meters front". But all I can see is a stone wall. Definitely a player graphics to AI detection system mismatch. That AI then proceeds to kill me.
It may not happen at all angles but is seems common in some urban missions I have. When I die and float around I can see that he should not have been able to hit me. This is single player.
It might not be possible to fix but it is damn frustrating. Especially when I disable the AI chatter so I don't get my character blurting out that he can see something I can't.
The muzzle intersecting the wall/door is a different issue. We can see the weapon coming out of the wall/door frame. They can shoot us even though the AI's body isn't visible, just his weapon. And I can never hit him until his body is visible. The only option is to fall back and wait for his body to be visible.
Yeah, voted up. Though not sure how easy this would be to fix really.
Chairborne, try shoot through corners and compare the difference. In this http://www.youtube.com/watch?v=Y-HxQddJ2NQ video bullet flies through the wall without hitting it, in ur video bullets are hitting each walls.
Could it be that the muzzle intersects the wall in one case and not in the other?
http://www.youtube.com/watch?v=NH6H7qrjKDo with ballistic mode especially for Chairbone
Guys look at the wall no print of bullets. It's definitely not a penetration system.
Bullets do penetrate materials.
I think this is just the bullet penetration system at work
http://www.youtube.com/watch?v=NX8VuPZA7PE Same porblem in Arma 2
Watch this video, that's how it should be. Prints on wall and no penetration, because the wall is too thick. http://www.youtube.com/watch?v=-CeAZHj4KqY
Confirmed no longer an issue as of devbranch build 1.25.125852. Can be closed as fixed.
Hope the fix it somehow. I died now 4 times because i tried to use the weapon bipods of my sniper at a window/tower/...
Pressed c glitched and died terrible because i dropped 1,5 meters.
Really fix it or get rid of fall damage.
I still manage to somehow walk through walls while using my bipod/such.
Much better. Back in the point where we were before the rotation point change. Some glitching can still happen through staircase rails and balcony but it's at least much better again and not happening that often and no weird falling animation all of a sudden. Finally!
o.o time to download the dev branch.
It's happen with centered too, but less often. I think if they decide to fix it, they should really fix it and not just tweak here and there. Moving the rotation axis is tweaking.
I dont remember this in arma 2, how it was solved there?
I'm terribly sorry, but we won't deliver it in 1.52. 1.52 will still contain the offset rotation axis.
The current state on Dev Branch is centered rotation axis in all situations. This won't be implemented in 1.52 and after that we'll be aiming for a kind of a hybrid between offset and centered rot. axis, hopefully getting as much out of our current animation and collision system as we can. In the end it will still be a tradeoff.
Although we'd really like, fixing this completely goes beyond Arma 3's animation system possibilities.
I'm curious as to why the change was made at all. From what I've seen the centered rotation axis is preferable in a majority of cases. My biggest issue with the current stable branch implementation is rotating on stairways and entering a falling state. That never happened with the centered one, did it?
oukej: The tweak that was in the dev branch earlier is a final fix or will you try other solutions as well? What is the scope? Change the whole method and fix it forever or tweak the current solution until it's satisfying?
sigh....as long as it gets fixed one day.
We are really sorry to disappoint you - it won't stay in for the 1.50 patch, but we're still on it, we'll put it back in the dev branch after the release and 1.52 should hopefully finally include as good solution as we can do it within the current limitations.
It is now finally resolved in dev-branch. Here's hoping for 1.50.
Verified fixed...let's hope for 1.50
I recall it being in dev branch earlier..is it still in dev branch or have they removed it from there too?
Can a moderator or so re-open this issue? clearly it's not resolved.