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May 10 2016

Bohemia added a project to T84179: Role assignment / Lobby screen is blank: Arma 3.
May 10 2016, 11:59 AM · Arma 3
Moricky added a comment to T84177: No ID's viewer in Eden editor.

IDs were discontinued. They are unreliable, because when terrain is updated, they often change and can break missions.

I recommend to use https://community.bistudio.com/wiki/nearObjects

May 10 2016, 11:59 AM · Arma 3
Lolay edited Steps To Reproduce on T84178: Cannot lock doors for Land_Offices_01_V1_F building.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84178: Cannot lock doors for Land_Offices_01_V1_F building: Arma 3.
May 10 2016, 11:59 AM · Arma 3
Lolay set Category to category:edeneditor on T84177: No ID's viewer in Eden editor.
May 10 2016, 11:59 AM · Arma 3
Moricky added a comment to T84176: Allow more assets to be placed in Eden.

Duplicate of #25744

May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84177: No ID's viewer in Eden editor: Arma 3.
May 10 2016, 11:59 AM · Arma 3
Nightmare515 set Category to category:edeneditor on T84176: Allow more assets to be placed in Eden.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84176: Allow more assets to be placed in Eden: Arma 3.
May 10 2016, 11:59 AM · Arma 3
Moricky added a comment to T84175: Feature Request: Integrate BIS Arsenal and way of editing Ammo crate / Vehicle cargo items.

Duplicate of #0015268

May 10 2016, 11:59 AM · Arma 3
soapsurfer added a comment to T84175: Feature Request: Integrate BIS Arsenal and way of editing Ammo crate / Vehicle cargo items.

Editing Loadouts via Arsenal and crates/vehicles as with Zeus would be perfectly fine.

May 10 2016, 11:59 AM · Arma 3
Bohemia updated subscribers of T84175: Feature Request: Integrate BIS Arsenal and way of editing Ammo crate / Vehicle cargo items.
May 10 2016, 11:59 AM · Arma 3
PiepMGI added a comment to T84175: Feature Request: Integrate BIS Arsenal and way of editing Ammo crate / Vehicle cargo items.

Agree!
Right click on unit/object (vehicle, infantry, crate, any weaponHolder in fact);
Allow arsenal (adapted to the holder if possible).
Arsenal could have minor change in its display (keep Eden view instead of zooming on face of the unit);
Adapt also for loading turrets of vehicles!
Permit saving for loadout by type of vehicle.

For Christmas please ;-)

May 10 2016, 11:59 AM · Arma 3
mackofp set Category to category:edeneditor on T84175: Feature Request: Integrate BIS Arsenal and way of editing Ammo crate / Vehicle cargo items.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84175: Feature Request: Integrate BIS Arsenal and way of editing Ammo crate / Vehicle cargo items: Arma 3.
May 10 2016, 11:59 AM · Arma 3
kromka edited Steps To Reproduce on T84174: WSAD hardcoded in EDEN (?).
May 10 2016, 11:59 AM · Arma 3
Kushhmeister set Category to category:steamworkshop on T84173: My mods for Arma 3 that were subscribed through the workshop are showing "Not Ready" with the little clock simble..
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84174: WSAD hardcoded in EDEN (?): Arma 3.
May 10 2016, 11:59 AM · Arma 3
Moricky added a comment to T84172: Tweak, remove or add the ability to toggle the high pitched vision mode toggle sound.

NVG sound removed. It made sense in Zeus, where a mission takes place in the background and other sounds are present, but I understand it was quite annoying in otherwise silent Eden Editor.

Should be gone in the next dev build update.

May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84173: My mods for Arma 3 that were subscribed through the workshop are showing "Not Ready" with the little clock simble.: Arma 3.
May 10 2016, 11:59 AM · Arma 3
Sniperwolf572 added a comment to T84172: Tweak, remove or add the ability to toggle the high pitched vision mode toggle sound.

It is implemented to prevent you getting addicted to the editor and spending too much time with it. ;-)

14 years too late for that. ;D

May 10 2016, 11:59 AM · Arma 3
joostSidy added a comment to T84172: Tweak, remove or add the ability to toggle the high pitched vision mode toggle sound.

This is intended behaviour and not a bug. It is implemented to prevent you getting addicted to the editor and spending too much time with it. ;-)

May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84172: Tweak, remove or add the ability to toggle the high pitched vision mode toggle sound: Arma 3.
May 10 2016, 11:59 AM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T84172: Tweak, remove or add the ability to toggle the high pitched vision mode toggle sound.
May 10 2016, 11:59 AM · Arma 3
Waffle_SS added a comment to T84171: Triggers are fully opaque in thermal view.

Normal vision: http://puu.sh/koTvg/f238c0fe15.png
FLIR: http://puu.sh/koTvN/0b2fc53173.png

May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84171: Triggers are fully opaque in thermal view: Arma 3.
May 10 2016, 11:59 AM · Arma 3
Uro added a comment to T84170: Bis Binarize has poor/no error reporting when binarising..

New Info:

Assets/Objects with class=House in GeoLOD and incorrect config.cpp entry I.E. not defined as a land_ class can cause Binarize to crash which results in Terrain PBO created without WRP inside.

Grabbed from PboPro window, using latest mikero pro tools(09/11/2015) and binarize(dev branch, 1.53.133.12):

"
<Bis Binarise...>
Binarise crashed with error status -1073741819.
Depending on the number of goats you sacrificed,
this may, or may not matter.
</Bis binarise>
"

Any building that has animation - ladders / doors / ruins+destruction class / hitpoints / etc, requires class=House in GeoLOD and class Land_ config.cpp entry, else Binarize crashes out-putting the error above ^.

Hope this aids you in adding error reporting to Binarize &/or some sort of included document that references these errors + how-to fix would be useful instead of searching for the illustious needle in haystack ;)

May 10 2016, 11:59 AM · Arma 3
Uro added a comment to T84170: Bis Binarize has poor/no error reporting when binarising..

We backtracked via our git and found the issue manually and fixed it, so unfortunately we cannot repro this using the latest binarize as we fixed it manually via reverting commits.

But better binarize error logging would have saved us a weeks worth of sifting through data and a possible terrain revert to last working full build. Which would mean 1 months of collaborative work could have been wiped, and we would have had to manually check/re-check everything added from that point to ensure the error wasnt replicated elsewhere.

If it happens again I will report any updates to this issue, along with relevant data and create a clone of our repo at that point for testing binarize.

:)

May 10 2016, 11:59 AM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T84171: Triggers are fully opaque in thermal view.
May 10 2016, 11:59 AM · Arma 3
h- added a comment to T84171: Triggers are fully opaque in thermal view.

They're quite annoying to work with when using the NV view as well.

TBH annoying to work with all together so hopefully that hide action comes in soonish..

May 10 2016, 11:59 AM · Arma 3
Uro added a comment to T84170: Bis Binarize has poor/no error reporting when binarising..

http://feedback.arma3.com/view.php?id=25829

is related to this issue.

May 10 2016, 11:59 AM · Arma 3
BIS_cooper added a comment to T84170: Bis Binarize has poor/no error reporting when binarising..

Hi, I see you're using pretty old version of binarize. Could you please try it with current version to see if the issue is still there?

May 10 2016, 11:59 AM · Arma 3
Uro added a comment to T84170: Bis Binarize has poor/no error reporting when binarising..

Attached screenshots, binarize.RPT, bidmp & mdmp from binarize.exe

May 10 2016, 11:59 AM · Arma 3
Uro edited Steps To Reproduce on T84170: Bis Binarize has poor/no error reporting when binarising..
May 10 2016, 11:59 AM · Arma 3
Bohemia updated subscribers of T84170: Bis Binarize has poor/no error reporting when binarising..
May 10 2016, 11:59 AM · Arma 3
Koala added a comment to T84169: [Feature Request] Add finer control over crew positions when moving soldiers into a vehicle.

Nice suggestion.

The developers should give us more comfort functions like that. No more use of scripts for simple things like that.

May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84170: Bis Binarize has poor/no error reporting when binarising.: Arma 3.
May 10 2016, 11:59 AM · Arma 3
Alwarren set Category to category:edeneditor on T84169: [Feature Request] Add finer control over crew positions when moving soldiers into a vehicle.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84169: [Feature Request] Add finer control over crew positions when moving soldiers into a vehicle: Arma 3.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84168: Include the ability to make the camera movement speed constant instead of variable depending on surface height: Arma 3.
May 10 2016, 11:59 AM · Arma 3
arziben added a comment to T84167: Unrecoverable crash when clicking the integrated feedback button in the Eden editor.

Alright I gave it another shot (after saving) and it didn't crash this time. I guess it was just a really unlucky first click.

May 10 2016, 11:59 AM · Arma 3
Sniperwolf572 edited Additional Information on T84168: Include the ability to make the camera movement speed constant instead of variable depending on surface height.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84167: Unrecoverable crash when clicking the integrated feedback button in the Eden editor: Arma 3.
May 10 2016, 11:59 AM · Arma 3
arziben edited Steps To Reproduce on T84167: Unrecoverable crash when clicking the integrated feedback button in the Eden editor.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84166: Map list in "New Scenario" dialog cuts off bottom map name if map list needs scrolling: Arma 3.
May 10 2016, 11:59 AM · Arma 3
Alwarren set Category to category:designsandbox on T84166: Map list in "New Scenario" dialog cuts off bottom map name if map list needs scrolling.
May 10 2016, 11:59 AM · Arma 3
Moricky added a comment to T84165: Green feedback button is missing text and is not clickable..

Oh, the irony

May 10 2016, 11:59 AM · Arma 3
Moricky added a comment to T84165: Green feedback button is missing text and is not clickable..

Fixed in the current Steam dev version.

May 10 2016, 11:59 AM · Arma 3
R3vo added a comment to T84165: Green feedback button is missing text and is not clickable..

Can confirm.

May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84165: Green feedback button is missing text and is not clickable.: Arma 3.
May 10 2016, 11:59 AM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T84165: Green feedback button is missing text and is not clickable..
May 10 2016, 11:59 AM · Arma 3
Magicool set Category to category:engine on T84164: No shadows since NVIDIA driver update 355.98.
May 10 2016, 11:59 AM · Arma 3
Koala added a comment to T84164: No shadows since NVIDIA driver update 355.98.

I do not have any problems with my GTX580 and the latest drivers. Maybe you tell us and the developers, what kind of graphics card you use.

May 10 2016, 11:59 AM · Arma 3
sadovsf added a comment to T84163: Editing waypoint position from the attributes dialog does not move the waypoint.

So i found an issue and it is fixed now ;) you can check it out in tuesday DEV update :)
Have a nice day...

May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84164: No shadows since NVIDIA driver update 355.98: Arma 3.
May 10 2016, 11:59 AM · Arma 3
sadovsf added a comment to T84163: Editing waypoint position from the attributes dialog does not move the waypoint.

Hello! :)
Thank you for your report. I'am going to take a look on it right now ;)

May 10 2016, 11:59 AM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T84163: Editing waypoint position from the attributes dialog does not move the waypoint.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84163: Editing waypoint position from the attributes dialog does not move the waypoint: Arma 3.
May 10 2016, 11:59 AM · Arma 3
h- added a comment to T84161: Unit attached waypoint attributes do not apply to the unit.

This same thing kinda extends to the group attributes as well regarding the formations:
The units don't start in the formation you set them in; as in they do have the formation set correctly but they move to it from the default formation after mission start which looks kinda dumb.

Imagine let's say a large combat element of several groups starting somewhere to move forwards and all the vehicles and infantry drive and run around like headless chickens for a while to get to their format position if the format is set to something else than wedge..

But I guess this is getting to be an issue of it's own already...

May 10 2016, 11:59 AM · Arma 3
NoPOW set Category to category:visualstructures on T84162: Hole in boulder.
May 10 2016, 11:59 AM · Arma 3
Bohemia added a project to T84162: Hole in boulder: Arma 3.
May 10 2016, 11:59 AM · Arma 3
h- added a comment to T84161: Unit attached waypoint attributes do not apply to the unit.

Yes, that's what happens with AI, you can hear the AI commanding the group to the formation etc given in the WP, they don't start with the WP set attributes like in the 2D editor.

This is I guess a bit of a non-issue, although wouldn't mind if this worked like it used to. Completely fine if devs don't wanna to waste time on this, probably way more widely useful stuff to add/fix..

May 10 2016, 11:59 AM · Arma 3
Sniperwolf572 added a comment to T84161: Unit attached waypoint attributes do not apply to the unit.

Oh, I think I noticed what you mean. Can you confirm we're talking about the same thing?

For example, when you attach the first waypoint to the unit in the 2D editor, the unit respects the speed mode from the instant the mission starts. The unit never starts runnin.

While doing the same in 3DEN, it takes a few seconds for it to take effect and the unit is running for a second or two.

May 10 2016, 11:59 AM · Arma 3
h- added a comment to T84161: Unit attached waypoint attributes do not apply to the unit.

Fully aware of the group attributes (which a very nice addition, just wish the init box on it wasn't greyed out.. ;) ), I use a _lot_ of scripted crap in my missions and while checking out how the importing etc works noticed that the group related attributes weren't 'fed' into the group like before.

Wasn't using the WP's to do that, this just caught my peripheral vision..

May 10 2016, 11:59 AM · Arma 3
h- added a comment to T84161: Unit attached waypoint attributes do not apply to the unit.

Admittedly I worded this quite badly; what I meant is that if you attach the group's first waypoint to the group _itself_ (as in create the first waypoint on the group leader, for whatever reason) the waypoint attributes should apply to the group.

Obviously did not mean they should apply to any enemy units etc, come on.. :P
Surely you can make the distinction between the waypoint being attached to it's owner and not an enemy or any other object.

May 10 2016, 11:58 AM · Arma 3
Sniperwolf572 added a comment to T84161: Unit attached waypoint attributes do not apply to the unit.

Not sure if you missed this, but 3DEN has the concept of a "group entity" that 2D editor didn't have (it only had group links, but you couldn't edit the groups properties). Which means you can edit the group itself, and even set things like the groups callsign via Attributes without ever writing a line of code.

Editing the groups properties (double click the group icon in the viewport / right click the group on left hand menu then go attributes) allows you to do set their initial behavior, formation, speed mode, etc. without any waypoints. Attaching the waypoint to the group is kinda redundant in the 3D editor for these things, no?

Screenshot: http://i.imgur.com/z0uXIWv.png

I understand old habits are hard to get rid of. :)

May 10 2016, 11:58 AM · Arma 3
Moricky added a comment to T84161: Unit attached waypoint attributes do not apply to the unit.

No, it shouldn't.
For example when I give BLUFOR group a waypoint and attach it to an OPFOR vehicle, and set the waypoint to Stealth and Forced Hold Fire, I want these values to apply only for the BLUFOR group, not the enemy vehicle. Attaching means the waypoint will move with the target, nothing more.

May 10 2016, 11:58 AM · Arma 3
h- set Category to category:edeneditor on T84161: Unit attached waypoint attributes do not apply to the unit.
May 10 2016, 11:58 AM · Arma 3
Bohemia added a project to T84161: Unit attached waypoint attributes do not apply to the unit: Arma 3.
May 10 2016, 11:58 AM · Arma 3
Moricky added a comment to T84160: Setting formation in group attributes doesn't work...

Will be fixed in the next dev branch update.

"Move to Formation" option in entity context menu will now also respect the formation you chose.

May 10 2016, 11:58 AM · Arma 3
Bohemia added a project to T84160: Setting formation in group attributes doesn't work..: Arma 3.
May 10 2016, 11:58 AM · Arma 3
h- set Category to category:edeneditor on T84160: Setting formation in group attributes doesn't work...
May 10 2016, 11:58 AM · Arma 3
Bohemia added a project to T84159: Config Viewer - Listbox show not all entries: Arma 3.
May 10 2016, 11:58 AM · Arma 3
shukari edited Steps To Reproduce on T84159: Config Viewer - Listbox show not all entries.
May 10 2016, 11:58 AM · Arma 3
pilotz set Category to category:tools on T84158: Use second monitor as a map display in Multiplayer mod.
May 10 2016, 11:58 AM · Arma 3
Bohemia added a project to T84158: Use second monitor as a map display in Multiplayer mod: Arma 3.
May 10 2016, 11:58 AM · Arma 3
Bohemia added a project to T84157: Add command to select (highlight) whole text in edit box (aka type = CT_EDIT).: Arma 3.
May 10 2016, 11:58 AM · Arma 3
mind set Category to category:featurerequest on T84157: Add command to select (highlight) whole text in edit box (aka type = CT_EDIT)..
May 10 2016, 11:58 AM · Arma 3
Alaura set Category to category:gamecrash on T84156: Launcher to Game launching..
May 10 2016, 11:58 AM · Arma 3
ocf81 added a comment to T84155: IPv6 Support.

It's time that gaming comes into the 21st century when it comes to networking. IPv6 is happening now. New IPv4 addressing is no longer available, and soon games will have to make the jump.

May 10 2016, 11:58 AM · Arma 3
Bohemia added a project to T84156: Launcher to Game launching.: Arma 3.
May 10 2016, 11:58 AM · Arma 3
Hazmatt added a comment to T84155: IPv6 Support.

Using VPS to host. Have more IPV6 than IPV4. Could really use compatability

May 10 2016, 11:58 AM · Arma 3
Sturmi edited Steps To Reproduce on T84155: IPv6 Support.
May 10 2016, 11:58 AM · Arma 3
Bohemia added a project to T84155: IPv6 Support: Arma 3.
May 10 2016, 11:58 AM · Arma 3
Waffle_SS set Category to category:edeneditor on T84154: [Feature Request] Start mission while in editor.
May 10 2016, 11:58 AM · Arma 3
Bohemia updated subscribers of T84155: IPv6 Support.
May 10 2016, 11:58 AM · Arma 3
Bohemia added a project to T84154: [Feature Request] Start mission while in editor: Arma 3.
May 10 2016, 11:58 AM · Arma 3
sadovsf added a comment to T84153: Eden Editor crash while doing a import of existing 2d map.

I'am glad to hear that! :) so i will close this issue and wish you many hours of fun mission making ;)

May 10 2016, 11:58 AM · Arma 3
Bohemia added a comment to T84153: Eden Editor crash while doing a import of existing 2d map.

Good day Sadovsf, can't seem to repro the crash now with the new version 1.53.132600, but was able to at least twice prior with 1.53.132552.

Gave it a few attempts just now and it seems to be happy now. So I can upload my backup of the mission along with the windbg dump if you like, but its looking like it already got fixed =-)

May 10 2016, 11:58 AM · Arma 3
sadovsf added a comment to T84153: Eden Editor crash while doing a import of existing 2d map.

Hello there :)
to resolve such type of the issue i will need to have ideally SQM that is causing crash or at least minidump. Can you please upload it?

May 10 2016, 11:58 AM · Arma 3
Bohemia edited Steps To Reproduce on T84153: Eden Editor crash while doing a import of existing 2d map.
May 10 2016, 11:58 AM · Arma 3
Bohemia added a project to T84153: Eden Editor crash while doing a import of existing 2d map: Arma 3.
May 10 2016, 11:58 AM · Arma 3
Moricky added a comment to T84152: Missing Structures (Buildings, Fences, Walls Etc).

Already mentioned in #25744

May 10 2016, 11:58 AM · Arma 3
Bohemia added a project to T84152: Missing Structures (Buildings, Fences, Walls Etc): Arma 3.
May 10 2016, 11:58 AM · Arma 3
MaverickZer0 set Category to category:edeneditor on T84152: Missing Structures (Buildings, Fences, Walls Etc).
May 10 2016, 11:58 AM · Arma 3
Bohemia added a project to T84151: Waypoint selection line: Arma 3.
May 10 2016, 11:58 AM · Arma 3
F2kSel set Category to category:edeneditor on T84151: Waypoint selection line.
May 10 2016, 11:58 AM · Arma 3
Sniperwolf572 added a comment to T84150: AI automatically rotates towards a certain direction..

Duplicate of http://feedback.arma3.com/view.php?id=25750 which will be resolved in a future build.

May 10 2016, 11:58 AM · Arma 3
Bohemia added a project to T84150: AI automatically rotates towards a certain direction.: Arma 3.
May 10 2016, 11:58 AM · Arma 3
cream253team set Category to category:edeneditor on T84150: AI automatically rotates towards a certain direction..
May 10 2016, 11:58 AM · Arma 3