Hey, this time I get this crash, is it the same crash reason still?
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Arma 3 Activity
Mar 27 2018
I did just upload the files stored under Linux here: /home/<name>/.local/share/bohemiainteractive/arma3/AppDataLocal/Arma 3
Either Steam or ArmA3 did create crash reports for each crash. I got the option to save them (.txt).
Last crash after GPU driver update:
First crash:
Hello Wulf,
thanks for your request.
I thought that i had upload two reports. Please find the the latest report uploaded with this comment.
Sure, here it is. Hope this bug can be resolved. :-)
I have the same bug since November as well. But mine almost works normal if the vertex count is below 1000. It then get worse as the vert count gets higher, anything above 10 000 verts is pretty much unusable unless i turn on Direct3d.
Fixed. Should be in the next Dev branch version.
This should be fixed in the next Dev branch.
The latest Improvements allow you to move "back" when you are a crew member.
You need an action, just like an AI in a group. But AI vehicles, as part of the group, do not know how to carry out the "backward movement."
https://youtu.be/3Svo5rDznDk
Ok, we fixed it. It should be in one of the next Dev versions.
Ok, thank you for letting us know.
+100% DLC Marksmen had to have adjustable bipod and bipod fixes associated with immersion in the doll ground.
Im sorry to disturb you. It worked.
Thank you for the report. By "mission one in the tactical pack" do you mean in the Campaign > Stepping Stone > Fait Accompli or is it a different mission?
Thank you for the report. Although the steps that you have provided do not work. Specifically the code.
Thank you for the report. Could you please upload the mission, you used for testing, here?
Thank you for the report. In the dumps were there just the rpt files? No MDMP or BIDMP files?
Thank you for the report. Could you please send us your Arma 3 report? Here is how to do that.
Thank you for the report. we will have a look at it.
Thank you for the report, we will have a look at it.
I believe it has happened again: Arma 3 Launcher Exception Log
This issue can still be reproduced in the RC of 1.82. It is even enough to simply Turn Around, then immediately ALT-TAB to freeze Arma 3.
Mar 26 2018
It would probably be pretty straight forward to paste one of the other optics into the current interior.
Branch is 1.83.144562.
@oukej The latest Improvements allow you to move "back" when you are a crew member.
You need an action, just like an AI in a group. But AI vehicles, as part of the group, do not know how to carry out the "backward movement."
https://youtu.be/3Svo5rDznDk
https://feedback.bistudio.com/T82259
If you indeed experienced a crash in the game send us your Arma 3 report. Here is how to do that.
Thank you for the report, we will have a look at it.
We will have a look at it.
Thank you for the report. We will see what can be done.
Thank you for the report, we will have a look at it.
Could you please provide a screenshot of the issue if it is still present? Because in the current Dev branch the gunner has a screen and can see where he is pointing at.
Might be related to: https://feedback.bistudio.com/T128002
Sorry for the late reply. We will have a look at it and see what can be done about it.
No, no we already fixed it. :)
Ok, thank you for letting us know.
Mar 25 2018
Mar 24 2018
The issue remains for me in both the RC 1.82.144547 and Dev 1.83.144562 builds.
7.1 USB wireless head set.
Use Arma3Update182RC as beta code in steam
In T124112#1671489, @TheMasterofBlubb wrote:Hey guys can you try the dev and RC build. I yesterday played with a friend and he was sure he had not the bug anymore
Ok I replayed mission & no problem experienced, maybe a glitch. Thanks
Hey guys can you try the dev and RC build. I yesterday played with a friend and he was sure he had not the bug anymore
Not to point out the obvious, but the problem still stands. I know this is obviously a very complicated problem as this has taken over a year to try to solve but the least we could get is an update :/ Or at least advise us in whether or not we will have to play 32bit for the remainder of the game's lifetime into ARMA 4
Mar 23 2018
I’ve just got latest update and this issue seems to have now been resolved.
Interesting I tested this in our internal, dev build and the RC and without any errors. Are you sure you did not do anything specific?
In T127963#1671324, @Wulf wrote:I just tested this in our Dev Branch and it works could you please test this in the Dev Branch if the issue is present? Also did you use set waypoint or a different command?
Thank you for the report, we will have a look at it.
Just tried it on the current dev build and it didn't work. Assuming that it's been fixed.
Thank you for confirming.
Just to make sure about the severity of the problem, as soon as you "properly" turn in (wait until the end of the animation) then turn out, everything is back to normal.
the problem occurs when you turn in >then< before the anim is done, turn out.
"Seems evident that you are just here to wind people up"
@Nordic_Harold the system in Vbs 2 would be cool. But for real digging (with shovel) Arma 3 maps are made of triangle so you would always dig giant triangles
In my opinion, the same keys could be used for adjusting the bipod legs as those for adjusting the turret height (which are also used for adjusting the periscope height on the Strider, for example). In the View category of the Controls configuration, scroll to the bottom and see "Raise turret" and "Lower turret".
The US Army field manual FM 3-50(90) has charts of electro-optical systems and the types of obscurants that defeat them.
The improvements to the DayZ animation system with "proper turning animations" seem very promising for accomplishing a fix to this issue in Arma 3.
VBS2 has had "ground cutting" for years. See this demo video. So this is possible on a technical level.
I confirm , it's now fixed
Mar 22 2018
Does not appear to be present anymore :)
Either that or the positioning of the player is different in the internal build. Is the player's bipod on a slope that declines toward the enemy position and the player's body on a slope that declines away from the enemy position? Maybe you could record a video of how it looks in the internal build?
Desert_Foxtrot, though it seems evident that you are just here to wind people up, you did actually inadvertently help me by directing me, (through other facetious comments in other topics), to one of the other reports for the same issue, that is with actual helpful information from Wulf.
Nope can't reproduce this issue. It just always go where I point with the Vorona.
I just tested this in our Dev Branch and it works could you please test this in the Dev Branch if the issue is present? Also did you use set waypoint or a different command?
Could you please upload here the test mission you used?