Are You sure the "Rndering Resolution" is also at 100% and shows the same resolution as you chose unter "User Interface"?
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May 10 2016
Wrong Resolution maybe?
From the Specs for Your ROG G75VW on Asus.com (http://www.asus.com/Notebooks_Ultrabooks/G75VW/specifications/) Your Monitor should have a native Resolution of 1920x1080 and the Screenshots You uploaded are in 1280x720
Also make sure you use the latest Driver for your GPU that can be downloaded from either the GPU Manufacturers Site http://www.geforce.com/drivers or directly from Asus.com -> http://www.asus.com/ROG_ROG/G75VW/HelpDesk_Download/
Duplicate of http://feedback.dayzgame.com/view.php?id=10985
You can set the Sensitivity manually in your profiles Configfile until this is fixed by the devs.
#1.
For the default profile:
C:\Users\ <yourname> \Documents\DayZ\<yourname>.DayZProfile
For custom Profiles:
C:\Users\ <yourname> \Documents\DayZ Other Profiles\ <yourname> \<yourname>.DayZProfile
#2.
Open the File "<yourname>.DayZProfile" with Notepad or any other text editor.
#3.
Find the following lines and edit their value:
mouseSensitivityX=0.12345678;
mouseSensitivityY=0.12345678;
Have fun and vote this ticket UP!
Other workaround (without re-arranging the watterbottles in the inventory slots) would be to empty the hands (klick the red cross) and then drag the next (empty) bottle into the hands.
This has been reportet before, use the search function please.
Duplicate of 773, 1409, 1541, 1801, 1990, 2937, 3140, 3865, 3938 and many more...
http://feedback.dayzgame.com/view.php?id=773
http://feedback.dayzgame.com/view.php?id=1409
http://feedback.dayzgame.com/view.php?id=1541
http://feedback.dayzgame.com/view.php?id=1801
http://feedback.dayzgame.com/view.php?id=1990
http://feedback.dayzgame.com/view.php?id=2937
http://feedback.dayzgame.com/view.php?id=3140
http://feedback.dayzgame.com/view.php?id=3865
http://feedback.dayzgame.com/view.php?id=3938
This is a router/hardware issue.
You can lower the amount of possible connections in the server browser via Steam -> Settings -> Tab: "IN-GAME" -> In-Game server browser: Max pings / minute
Try to lower it to 1000 or 500, depending on how many connections/minute your router can handle.
Report back if this solved the problem for you!
Read your linked page please!
«How to report feedback - Step 2.
Fill in all the necessary information for your feedback report. Please don't forget the game version and steps to reproduce»
You can't tell how to reproduce something you would like to have in the game, but that is not already there.
Also read the linked page again please, to find out how to find out your game version, just in case your next issue is really an issue you want to report, then it would be great if you actually fill in the correct game version.
Also tags are made by the community, there are also Tags like "#Yolo" and other childish stuff that does not belong into the issue/bug tracker, but it was the devs decision to allow everyone to register here.
Have a nice day.
I'm sorry to tell You this, but You clearly missed the point of a Issue Tracker!
This is not a place for Recommendations here.
Bug/Issue Tracker != Wishlist
btw.
"Ducktape" is only a brand of Duct Tape:
http://www.theofficedealer.com/mm5/graphics/product_images/1300/seo/1337198533/Duck-1265013RL-Colored-Duct-Tape.jpg
Original "Duct Tape":
http://upload.wikimedia.org/wikipedia/commons/archive/8/89/20101223152608%21Duct-tape.jpg
"Game Version 111111"?
And I'm sorry to say that, but You clearly missed the point of a Issue Tracker!
This is not a place for Recommendations here.
Bug/Issue Tracker != Wishlist
Had this happening when I (re)loaded 5 rounds into the Mosin.
Was not able to shoot for a couple of seconds (longer than the default (re)load time) and had the reloading sound repeating at a very high rate, just like in your linked video.
This happened two times so far and seems to be random/could not be reproduced.
btw.
This is a Bugtracker not a random Forum, please change the Title of the issue report and replace "Mossing" with the correct "Mosin".
I can confirm the happening of this strange anomaly.
Video 1:
http://youtu.be/hUVqUoUB3oI
Video 2:
http://youtu.be/UU8kWuusvQE
My Specs:
- Windows 8 x64
- 2x GTX670 running in SLI
- GPU Driver: v331.82
Will post more Information if needed/requested.
You can clearly see the stars in the background because it's night time on the server you joined and that is the reason why you have a black/dark screen.
You can also see the silhouette of the nearby buildings etc.
Solution:
Join a daylight server.
So you definitely got a point here.
Upvotet!
I am not 100% sure, but maybe "resolved" means, that the devs fixed the issue in a internal build, so we have to wait until we (the normal customers) receive the next public update, where the fix actually is included.
Simple logic:
You report an issue in game version XYZ, a few days later the issue tracker changes to "resolved", but you have not received any update, means you still play the same version you reported the bug for.
Unless some magic happens, there is no way the bug can be fixed without any form of a update.
But just for the case that I'm wrong, then I will totally agree with you.
I can confirm this, happened yesterday from almost the exact same spot, with two of my mates running around the tower (~same distance) and the playermodels disappeared, while the Weapons (Axe and M4) were still rendered and animated/moving.
Maybe it can be solved by setting the "Object Details" from "Very low" to anything higher.
I will report back after testing.
«WARNING: THIS GAME IS EARLY ACCESS ALPHA. PLEASE DO NOT PURCHASE IT UNLESS YOU WANT TO ACTIVELY SUPPORT DEVELOPMENT OF THE GAME AND ARE PREPARED TO HANDLE WITH SERIOUS ISSUES AND POSSIBLE INTERRUPTIONS OF GAME FUNCTIONING.»
Use the search function: http://feedback.dayzgame.com/view.php?id=16
Just return back to the game by using Alt+Tab again, instead of klicking on the Taskbar Icon for DayZ.
No need to fix, just people who have to think first.
No offense included!
I don't know who votet this down...
Good find and definitely worth a report as a issue, like every other misplaced object on the map.
Solution:
Circle around the infected while you continuously hit him with your melee weapon.
Shouldn't be reported here, since it is not a bug, but more about people have to discover/figure out how to strafe to avoid attacks of infected and also general movement in melee combat.
Devata already covered all in his Note, no need to repeat his words.
Also downvotet this "issue" for not being a real issue, but more of «People should learn how the game works before they spam the bugtracker».
Open the Steam Library -> Rightklick on DayZ -> Properties
Tab: General -> Set launch options...
Add thie following line:
+clientport 27021
With two PCs, you only have to make this on one PC.
Use different Clientports for each PC (except one that uses the default port) connected to the internet over the same router if you use more than two PCs.
+clientport 27021
+clientport 27022
+clientport 27023
etc.
Report back if it helped.
It's not about key combinations, it's the ability to double tap a key to toggle a function.
Examples:
2x Left Alt = Freelook mode toggled ON
2x Left Shift = Walk mode toggled ON/OFF
etc.
Double tap "Shift" also toggles walk on/off
As I already wrote above:
«It's in your local keybindings section, where you can actually REMOVE the toggle function.
Simply edit your Keybindings, remove the walk toggle function and get used to the other movement/toggle mechanics of the game.»
Check ALL of your "2x" keybindings and maybe delete them, to get rid of all possible "double tap to toggle function" mechanics for all movements (includes Q & E for leaning).
To the developers:
A solution would be, to remove the default keybinds for toggling walk mode from the config by default and also disable the "right klick walk mode" when no weapon is equipped/player is not in view "scope".
Greez KiloSwiss
/Edit
Please read my new post below.
Like joe_mcentire wrote, put every watterbottle or canteen into the hands, not the hotkey bar.
@root
Tested and didn't work.
Negative Mouse acceleration should never find its way into ANY pc game!
No matter for what reason, no matter how good the original idea behind this decision is/was.
And don't get me wrong here, the idea is good and shouldn't be burried, but the execution is more than bad, it is awful, terrible and wrong in so many ways.
Threaten PC players with neg. mouse acc. is a extremely poor design decision and I as a PC player can and will not accept this.
They have to find another way to give us a different handling for different weapons, other than using negative mouse acceleration.
This needs to be adressed by the devs!
Turning more when moving the mouse slow than when you move it fast is just, extremely stupid.
There is no excuse for implementing such a terrible game mechanic, no matter if it's a Alpha version or not.
Every PC gamer that uses Mouse+Keyboard will immediately feel that there is something extremeling wrong when he spawns the first time and starts to look around.
I know at least 20+ Players who complained in the very first five minutes after their first spawn, about the wrong feeling that negative mouse acceleration gives them.
I really can't get how the devs (or the closed Alpha participants) either did not recognised this or felt like not changing/fixing it so far.
It IS a gamebraking issue for me (and also for others), clearly not a bug, but a game mechanic that has to be changed ASAP.
Simply introduce "Raw Input" or let us toggle the mouse acceleration OFF should be enough and would allow us to start up and play the game again.
Would like to see this fixed in the very next patch, so we can continue to hunt bugs to report, instead of having to complain about a game mechanic, that should have never been implementet at all (or at least not in this terrible way).
Another video just for confirmation: http://youtu.be/2P3Y70Sr5X8
Also what Switch296 wrote:
«I struggle to understand why Matt Lightfoot would need more information on this issue, all you need to do is have attachments on your weapon and pan around your character in third person with alt-view, it happens 100% of the time no matter what.»
All my friends, on different systems, with different drivers, different OS, different rendering settings etc. get the same bug.
This is essential and should have been in there since the first implementation of publicVariable and publicVariableEventHandler.
Anyone interested in a solution, feel free to check out this little script:
https://www.dropbox.com/s/rh46151axtmg7jh/VoiceControl.zip?dl=0
Official Release thread in the BIS forums:
https://forums.bistudio.com/topic/182092-release-arma3-voicecontrol-block-voice-in-globalsidechannel/
It blocks voice in individual channels, without deactivating them (so players can still write in those channels) and it gives Admins access to voice in global/side, where players are not allowed to speak.
I know that this is not a Forum and not the appropriate place to post scripts.
I wrote this script over night after SaMatra pointed me to the new commands and since the people that are mostly interested in a solution, are already here, I thought I would share it with you guys first.
I still think, it should be an available hardcoded function, instead of a bulky/ugly and scripted workaround.
@Lex
This is not a valid option.
If You're flying or in a fight on a 60+ player server you don't have the time to go trough the whole player list.
Also 59 people should not have to do this, only because one ignorant kid is screaming in side/global.
And turning VON volume down to 0 is also not an option, because you may still want to hear your team/squad mates talking.
@SaMatra
Very interesting, did not know about some new chat related commands and TBH also can't find any related commands in the official WIKI: https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3
So do I get You right, we don't have to work with findDisplay and displayCtrl anymore to detect the active channel?
Any hint on how to detect if someone is speaking (besides the already known way using findDisplay) and also about how to "redirect" him to a specific channel?
I know this is the issue/feedback tracker and not the scripting forum, so forgive me when I ask some questions here.
/edit
Thank You very much for the fast response SaMatra!
It's a shame that this option was never implemented in A2 and has not been implemented into Arma3 by default.
This issue is now 2 Years old and still no change, I'm a bit disappointed by BIS for not addressing this, and also by the community for only 20 upvotes so far...