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Jun 4 2017

tpw created T125354: Ambient wind noise is only altitude dependent and independent of actual wind strength.
Jun 4 2017, 1:23 AM · Arma 3

Sep 14 2016

tpw created T120261: Limping units use vault over animation when stopping.
Sep 14 2016, 3:18 AM · Arma 3

May 11 2016

tpw edited Additional Information on T116105: Landers should throw up dust.
May 11 2016, 2:18 PM · Take On Mars
tpw edited Steps To Reproduce on T116104: Invert vertical axis has no effect.
May 11 2016, 2:18 PM · Take On Mars

May 10 2016

tpw added a comment to T82672: Wildlife missing visible model.

@DarkDruid it makes no difference whether animals are spawned via createUnit or createAgent, most of the animals behaviours are broken. Goats, Chickens and Snakes behave OK for 5 -10 seconds then freeze. Sheep move at full speed everywhere. Dogs just sit still, never walk any where.

May 10 2016, 11:11 AM · Arma 3
tpw added a comment to T81167: Ambient animals behaviour broken with recent dev builds eg 1.41.129406.

As of build 130139 the goat and sheep are invisible.

May 10 2016, 10:22 AM · Arma 3
tpw edited Steps To Reproduce on T81167: Ambient animals behaviour broken with recent dev builds eg 1.41.129406.
May 10 2016, 10:22 AM · Arma 3
tpw edited Steps To Reproduce on T79039: getPosATL returns [xCoord, 0, 0].
May 10 2016, 9:07 AM · Arma 3
tpw edited Steps To Reproduce on T78987: Distant units' shouts when hit sound like they are coming from the player..
May 10 2016, 9:06 AM · Arma 3
tpw added a comment to T78921: Vibrating in first person view when lowering or raising rifle.

You are correct that disabling head bobbing does remove the vibration effect. It's still a bug though, it should be possible to have head bobbing and smooth weapon raise/lowering animation. At certain points in the dev cycle the vibration effect has been significantly less, so it is definitely possible.

May 10 2016, 9:04 AM · Arma 3
tpw edited Steps To Reproduce on T78921: Vibrating in first person view when lowering or raising rifle.
May 10 2016, 9:04 AM · Arma 3
tpw added a comment to T75647: Ambient animals issues since dev build 1.11.115186.

Yep, fixed. Sorry for the late reply

May 10 2016, 7:41 AM · Arma 3
tpw added a comment to T75647: Ambient animals issues since dev build 1.11.115186.

With build 115366 the File A3\functions_f\ambient\fn_animalBehaviour.sqf, line 308 error is gone, but I'm getting this one instead:

Error in expression <_road) && (_i < 5)} do {
_movePos = [(_expect select 0) - 10 + (random 20),(_e>

Error position: <_expect select 0) - 10 + (random 20),(_e>
Error Undefined variable in expression: _expect

File A3\functions_f\ambient\fn_animalBehaviour.sqf, line 117

May 10 2016, 7:41 AM · Arma 3
tpw edited Steps To Reproduce on T75647: Ambient animals issues since dev build 1.11.115186.
May 10 2016, 7:41 AM · Arma 3
tpw edited Steps To Reproduce on T73581: Refract particle effects not visible through 3D optics.
May 10 2016, 6:45 AM · Arma 3
tpw edited Steps To Reproduce on T72530: Positional audio error when player character speaks inside vehicles (0.77.109860).
May 10 2016, 6:15 AM · Arma 3
tpw added a comment to T70535: "garbage plastic bag pile" object causing floating stencil shadow glitches (0.75.108339).

The effect can be observed by placing the garbage bags object in the editor. You need to be more than 20m or so away from the bags for the shadow glitch to be seen.

May 10 2016, 5:16 AM · Arma 3
tpw edited Steps To Reproduce on T70535: "garbage plastic bag pile" object causing floating stencil shadow glitches (0.75.108339).
May 10 2016, 5:16 AM · Arma 3
tpw added a comment to T70300: Player and AI voices cannot be silenced using the "radio" setting (0.75.108.204).

I think this new behaviour is now classified as a "feature" according to dev branch discussion on the BIS forum.

May 10 2016, 5:07 AM · Arma 3
tpw edited Steps To Reproduce on T70300: Player and AI voices cannot be silenced using the "radio" setting (0.75.108.204).
May 10 2016, 5:07 AM · Arma 3
tpw added a comment to T70110: Free look use mouse smoothing although set to zero.

Agreed. Freelook should be much much faster - after all, you can turn your head faster than you can turn your body.

May 10 2016, 5:00 AM · Arma 3
tpw added a comment to T69942: latest dev build - looking around using alt causes veering off at a tangent when alt released.

Confirmed, freelook is pretty much useless with this last dev release. This should have its severity changed, it's a fundamental part of the Arma experience which is now not working properly.

May 10 2016, 4:54 AM · Arma 3
tpw edited Steps To Reproduce on T69869: Animation viewer errors in latest dev build 0.73 107682.
May 10 2016, 4:51 AM · Arma 3
tpw added a comment to T69681: Error Undefined variable in expression: _params: A3\functions_f\Debug\fn_param.sqf, line 44.

Latest dev build 769 is still throwing lots of undefined and undeclared variables from scripts that have the variables declared/defined. In some cases the scripts keep working, in other cases they don't. Even the built in animation viewer is throwing undefined variables.

May 10 2016, 4:44 AM · Arma 3
tpw edited Steps To Reproduce on T69075: Missing goats (Beta 71.107170).
May 10 2016, 4:18 AM · Arma 3
tpw added a comment to T68189: Player character uses same voice regardless of speaker selection in profile.

Seems to be a config issue of some kind. I've set my player speaker to Type 02 in the profile editor.

Looking through the rpt I see:
Speaker Male02_F not found in CfgVoiceTypes

May 10 2016, 3:45 AM · Arma 3
tpw added a comment to T68189: Player character uses same voice regardless of speaker selection in profile.

tyl3r99, are you sure that you can change to different voices in the profile editor? No matter what I select, it still remains stuck on the annoying default speaker. To make things worse, you now cannot disable the AI voices using the Radio slider in the audio options.

May 10 2016, 3:45 AM · Arma 3
tpw added a comment to T68189: Player character uses same voice regardless of speaker selection in profile.

Despite the addition of several new speaker voices to the radio protocol in recent dev builds, not only is the player's voice unable to be changed, but all AI now have the same voice too. This really urgently needs to be fixed.

May 10 2016, 3:45 AM · Arma 3
tpw added a comment to T68189: Player character uses same voice regardless of speaker selection in profile.

This issue still persists. Despite more voice options being added in the profile editor. Surely it can't have escaped the dev's attention that all these extra options simply don't work.

May 10 2016, 3:45 AM · Arma 3
tpw edited Steps To Reproduce on T68189: Player character uses same voice regardless of speaker selection in profile.
May 10 2016, 3:45 AM · Arma 3
tpw added a comment to T68050: Ragdoll model fingers are stretched as if in tension when dead..

Has this change gone through yet? With the latest dev build (124070) dead ragdolls still have splayed fingers.

May 10 2016, 3:40 AM · Arma 3
tpw added a comment to T67452: Lighting not good enough for 2013.

I'm with bez on this - the lighting itself is massively improved, the shadowing is what lets things down.

The trouble is that as the visual fidelity and realism of the game engine improves, the areas where the engine is unrealistic become more glaring. To me, the lack of dynamic shadows (even if it were just from weapon lights and headlights rather than every light source) is incredibly immersion breaking. Other open world sandbox games (eg S.T.A.L.K.E.R) had dynamic shadows 5+ years ago.

I'm aware that dynamic shadows can't simply be bolted on to the existing engine, and would incur a performance hit, but I truly hope they make an appearance in Arma4

May 10 2016, 3:20 AM · Arma 3
tpw added a comment to T67180: Lowered pistol won't raise for optics key pressed.

Confirmed. The pistol is not raised but the viewpoint of the player is zoomed. Depending on whether the player is walking or running, the zoomed in view can actually be from somewhere inside the player model (ie you see the inside of the player texture).

May 10 2016, 3:09 AM · Arma 3
tpw added a comment to T67001: (Since update 0.58) Right click cancels combat pace toggle.

Confirmed. If you hit "/" to look through optical sights, then right click when in combat pace defaults to you looking through the scope at the ground.

May 10 2016, 3:03 AM · Arma 3
tpw edited Steps To Reproduce on T66883: Most stationary stance transitions are silent.
May 10 2016, 2:58 AM · Arma 3
tpw added a comment to T66164: Low FPS at night Down By Over 50%.

Agreed. Changes to the dynamic lighting in dev build 0.55.104588 have caused severe performance issues - particularly around Agia and the airport where there are a lot of lights.

May 10 2016, 2:30 AM · Arma 3
tpw added a comment to T65974: Night to bright if moon is under the skyline.

The night sky remains blue at all times. Even when the landscape is pitch black, the sky remains dark blue instead of black. This change occurred a few dev builds ago as detailed here: http://forums.bistudio.com/showthread.php?153773-Lighting-tweaking

May 10 2016, 2:22 AM · Arma 3
tpw added a comment to T65049: Walking animation with lowered rifle completely broken (1st and 3rd person).

Duplicate
http://feedback.arma3.com/view.php?id=330 [^]

Not really. Your report apparently states that the walking animation and sound are out of sync, this report is saying that the animation itself is not working

May 10 2016, 1:45 AM · Arma 3
tpw edited Steps To Reproduce on T65049: Walking animation with lowered rifle completely broken (1st and 3rd person).
May 10 2016, 1:45 AM · Arma 3
tpw added a comment to T64706: Weapon Shaking when walking in crouch stance.

I have noticed quite severe weapon shaking when stationary and changing stance with ctrl-s or ctrl-w

May 10 2016, 1:34 AM · Arma 3
tpw added a comment to T64698: Player can sit or stay prone underwater forever, without SCUBA.

Also, scuba sounds can be heard even if the player doesn't have the gear on.

May 10 2016, 1:34 AM · Arma 3
tpw added a comment to T64427: Falling animation needed.

It would also be nice for a unit to crouch or bend knees after landing from a fall of more than 0.5m. This is another of those inertia simulations that Arma3 could do with.

May 10 2016, 1:24 AM · Arma 3
tpw added a comment to T64305: No sound when diving into prone from sprint..

Agreed, and it's very immersion breaking. Actually there are no sounds going into prone from any pace, including standing, and no sounds when rolling when prone. From a character perspective, these should be noisier than walking.

May 10 2016, 1:20 AM · Arma 3
tpw added a comment to T63879: setUnconscious may be buggy.

If you make a unit setunconscious true, he not only continues to stand there, but becomes unaffected by bullets and other damage.

May 10 2016, 1:03 AM · Arma 3
tpw added a comment to T63600: Using optics+evasive left/right doesn't work.

The video actually shows prone, not crouch, but the effect is the same in either case. If the player's head tilts 45 degrees to the right then the horizon through a scope should tilt 4 degrees to the left.

May 10 2016, 12:45 AM · Arma 3
tpw edited Steps To Reproduce on T63053: "Vibration" when lowering or rasing weapon in 1st person.
May 10 2016, 12:28 AM · Arma 3
tpw edited Steps To Reproduce on T62664: NV goggles do not cast shadow in 1st person, but do in 3rd person.
May 10 2016, 12:10 AM · Arma 3

May 9 2016

tpw edited Steps To Reproduce on T62396: Sites modules often spawn vehicles into buildings.
May 9 2016, 11:58 PM · Arma 3
tpw added a comment to T59298: Artificial light sources are too dim.

I had high hopes for nights/lighting when the alpha was first released, with the initial ligthing and effects looking like a vast improvement over A2.

Unfortunately the whole night and lighting experience has gotten worse and worse as the alpha dev builds have gone on. The sky remains dark blue even when the environment is pitch black, and the artificial lights are now absolutely useless. Script placed light source are also giving off almost no light.

This should be fixed as a matter of some urgency, as it stands the ambience of night missions is pretty much ruined.

May 9 2016, 6:50 PM · Arma 3
tpw added a comment to T58795: Whilst walking, the audio of footsteps seems to be quicker than how the animation is playing.

Agree. This is very immersion breaking. Actually the footstep sounds are out of sync with many of the movement animations, and make them feel even faster than they already are (too fast). I am hoping that they are just placeholder sound loops for a given animation, which will be replaced later on with randomised sounds when each foot actually contacts the surface.

May 9 2016, 3:33 PM · Arma 3