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Jul 14 2024
In T182849#2637915, @Mischkov wrote:I know that this server will shutdown/restart at 02:40 CEST. Will provide information if a shutdown/restart of the server fixes my problem in the upcoming hours.
It works as expected.
You guys can take ideas from ArmA 3 too.
I know that this server will shutdown/restart at 02:40 CEST. Will provide information if a shutdown/restart of the server fixes my problem in the upcoming hours.
Jul 13 2024
I did some further testing in GM mode instead of Conflict. Razor wire does function in GM, in that it will remain where you place it. Unfortunately it appears to be indestructible to using explosives, melee, ore small arms, though you can still drive into the wire to destroy it.
I can copy this behaviour. First I thought that the grenades become very harmful but you definitely become killed in unrealistic distances.
@purechaos
okay, I see the sharp jerky movements that you're referring to now. I apologize for my somewhat combative attitude up above.
@purechaos: I am pretty sure that this is not the problem… I am playing on a private server with the same guys. Sometimes it’s working - sometimes not.
@Snake1984 It could also be special characters. I've encoutered one guy and he told me he was using special characters.
@autumn Maybe I should've created another report for the issues I'm reffering to but both are in the same family.
In T182804#2637192, @speedwaystar wrote:@purechaos
I don't want to appear facetious, but weren't you advocating for this kind of thing in T182736: [Overhaul request] Make suppression and gun & character movement matter/better?
This has been an issue for a while now, about two weeks and my in game voice chat is not working. I can hear everyone else, talk in any other game, and in a Xbox party.
Jul 12 2024
surely this is intentional, since iron sights are not 2D screen overlays, in real life you have to actually physically move the gun to keep your sights aligned when you move from side to side, and guns are heavy objects with momentum and inertia, not weightless laser pistols
what exactly are you complaining about?
this is the problem that i'm referring to
This is a duplicate of https://feedback.bistudio.com/T176721 and you might close this.
This is being reviewed since one year ... wow. :(
This still happens in 1.2 and I actually believe that it got worse with the last update. Sometimes tags will be just random AI names even though it is a real player.
Windows 10
Reforger 1.2.0.76
I have the same problem with all(?) of my scenarios. I am using only one mod: The official Capture And Hold by Bohemia.
I testet removing the vehicles and it's working again without the JIP-Error.
Very annoying :(
Issues continue on 1.2.0.76.
I experienced all previously reported issues.
@purechaos
I don't want to appear facetious, but weren't you advocating for this kind of thing in T182736: [Overhaul request] Make suppression and gun & character movement matter/better?
@Arkensor
Thanks for the upcoming fix!😄
thank you very much for taking the time to report this. We identified multiple issues regarding this and a fix should be included with one of the next updates. It will be mentioned in the patch notes then.
1- There's clipping while aiming down sights when the pistol is in lower weapon mode;
2- When running with any weapon, when you aim down sights the character zooms in before you stop (I changed my zoom in button so no It can't be that)
On the previous update that happened to me, but on the current one it has never happened afaik, it always stayed built.
I've seen the reports and it says resolved. Probably because people could jump over it like a normal fence before but now they can't - unless if they are on a slightly elevated terrain or on a rock like I mentioned on the post.
This is one that has been reported on for awhile now and never changed or fixed. Razor wire should be one of the top things you build as a defender if it worked where you needed it. Doorways, gaps, bushes, common entry routes, and even just gaps in other compositions. Razor wire is cheap, quick to build, noisy, and has high utility against basic infantry intrusion. But the limits in where and how you can place it just lead to it never being built, that and the fact that it still breaks itself after 30+ seconds.
As Chaos points out it has no negative effect on players and is easily mounted.
Cuts would offer a risk reward scenario as well as a tactical one for the player. Do you choose to try and get through the wire, or do you avoid it? With the current attack/defense meta being a glorified cat and mouse game, razor wire would add a lot of depth to that as well since you could set it up in known positions and again common entry routes like doorways and fence gaps.
Razor wire still does not function in Conflict. I just tested this today as of 10 minutes ago.
When i first built the razor wire.
Turning around after i heard it fall apart.
One can only dream to have an ArmA game with such smooth animations!
Jul 11 2024
Alright let me try to summarize the goals of the changes that you have proposed.
Can confirm this happening.
Coming back to this to see if server side memory leaks are a vanilla issue currently, or could it be my own scenario causing them?
Jul 10 2024
Wow, I didn't expect that. That makes fragmentation all the more important.
Same for the following modifications of Ural:
{DC1C2350CF665F9E}Prefabs/Vehicles/Wheeled/Ural4320/Ural4320_FIA_tanker.et {E6AEC014D162D686}Prefabs/Vehicles/Wheeled/Ural4320/Ural4320_FIA_command.et {A5647958579A4149}Prefabs/Vehicles/Wheeled/Ural4320/Ural4320_repair.et {34178E3A92776DA6}Prefabs/Vehicles/Wheeled/Ural4320/Ural4320_repair_FIA.et {4C81D7ED8F8C0D87}Prefabs/Vehicles/Wheeled/Ural4320/Ural4320_tanker.et {33BC05D02006BE44}Prefabs/Vehicles/Wheeled/Ural4320/Ural4320_tanker_CIV_base.et {4A59DAEFE645E8A0}Prefabs/Vehicles/Wheeled/Ural4320/Ural4320_tanker_CIV_orange.et {B3C8EC88E7782C78}Prefabs/Vehicles/Wheeled/Ural4320/Ural4320_tanker_CIV_pohona.et {DCAF0585D17B917A}Prefabs/Vehicles/Wheeled/Ural4320/Ural4320_tanker_CIV_ranomized.et
Same thing (version 1.2.0.76)
Steps to reproduce:
- Open workbench
- Create new empty mod (just for test)
- Create sub-scene for any world ({77C41EA429B6AC35}worlds/GameMaster/GM_Arland.ent for test)
- Place {1BABF6B33DA0AEB6}Prefabs/Vehicles/Wheeled/Ural4320/Ural4320_command.et in world
- Setup PeerTool
- Switch to Game Mode
And now server runs perfectly, but any client disconnects with JIPError:
18:41:59.761 RPL : rpl::Pip::ProcessNetToGame 18:41:59.761 RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x40000047 layout=RplComponent) 18:41:59.761 RPL (E): Expected: 18:41:59.761 RPL (E): cpp_layout=_ScriptComponent_Layout 18:41:59.761 RPL (E): s_layout=script::Game::SCR_ArsenalComponent 18:41:59.761 RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x40000048 layout=RplComponent) 18:41:59.761 RPL (E): Expected: 18:41:59.761 RPL (E): cpp_layout=_ScriptComponent_Layout 18:41:59.761 RPL (E): s_layout=script::Game::SCR_ResourceComponent 18:41:59.761 RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x40000049 layout=TimeAndWeatherManagerEntity) 18:41:59.761 RPL (E): Expected: 18:41:59.761 RPL (E): cpp_layout=_UniversalInventoryStorageComponent_Layout 18:41:59.761 RPL (E): s_layout=script::Game::SCR_UniversalInventoryStorageComponent ...
And huge amount of same errors:
If you remove vehicle placed at step 4 then clients connects normally
I am not sure now that the task does not display.
I think most players for Arma Reforger are actually on xbox, or maybe by now its 50/50.
@Laxemann wrote some of the most widely-used immersion mods for ArmA 3, collected here: LAxemann's immersion essentials.
- Suppress: Video games generally can barely recreate one thing: The fear of losing your life. This mod is supposed to change this dramatically. https://www.youtube.com/watch?v=E8Q_KF-u1UI
- Immerse: CamShake for explosions, even distant ones! Slight "twitching" when someone or something fires nearby. A new, small thingy simply called recoil which applies a little screenshake when firing your weapons, intended to make shooting feel more satisfying and punchy. A slight radial blur and darkens the screen a bit for a split second when firing.
- Align: tries to give you the feeling of actually holding a gun by adding subtle motions when initially lining up your sights and after that while trying to keep them aligned.
There is also:
- Simple Suppress: vignette-like texture (similar to Squad), doesn't use color corrections nor blur effects. https://www.youtube.com/watch?v=p_nvHzj3T58
As I said, take inspiration from Squad and other games, it does not need to be full blur you can't see your hand in front of your face. Weapons should be less arcade and have a learning curve. Right now they feel like lasers.
Limiting stuff for XBOX... i think over 90% playing Arma on PC?
In T182469#2636082, @dedmen wrote:Furthermore, workbench publishing should do more for fragmenting the mod internally
This is also a major concern for me. Installing an update for me means waiting 10 seconds for the download. And then waiting 10 minutes for it to re-write the files to incorporate the patches.
In Arma 3 that would rewrite one or two small PBO's with a few hundred MB. With 3rd party launchers that can do smart patching, it can even do it without rewriting by just plugging new data onto the end.
In Reforger I wait for it to rewrite gigabytes data.
That's even more terrible on consoles that are more write speed limited.192 byte update? Sure one sec, let me rewrite 17GB of data.
This is just a example of the game itself, but same thing happens to mods alike.
Hello rogerx.
Currently this cannot be addressed. This may change in the future.
Regards,
Geez
Hello Snoke.
We have tested this on our end but we were unable to reproduce the issue.
Regards,
Geez
I would like to extend my sincere thanks to you for this inspiring article. Every word you write touches my heart and soul. I hope you will continue to share your thoughts and experiences. Play game planet clicker free.
In T167204#2636093, @Geez wrote:Thank you, can you also provide the version number, whether the server is modded (and if so, which mods does it run?)
To me the audio is what Arma uses as suppression. When i hear shots going over my head and landing right next to me or an RPG/40mm going over my head I'm not going to peek because i know they have me pinned. I know that one or two hits is all it takes. Getting off the x or popping smoke is going to give me a better chance then trying to be that guy who thinks he's the main character. My experiences and how i react or how quickly i react dictates my response, if i even have a chance to respond.
Jul 9 2024
The goal is cinematic experiences, immersiveness, make it slower paced and make gunfights more distant.