What is the reasoning behind showing the client a ping time that isn't obtained by the client? At best its an approximation of their ping. At worst it doesn't function.
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Solid ideas. Most players only know about the "big green circles" or the most common hidden spots. This would encourage them to go out a little further and explore. Knowing these locations also gives an advantage for Deployed radios as many spots are great for a quick setup or even setting up a command truck since they will now need supply.
I got some footage of this bug as a 3rd party. Not only does the group lose their backpack, the pack remains in the world for the whole match. It can't be disassembled or destroyed. I spent some time hunting through Morton looking for deployed radios as US was continuing to assault. I ended up finding 4 of these packs that could not be disassembled or destroyed in different locations.
This happened to me just now on Soviet side. Yesterday on US side there was no issue with the wire.
Any status update ?
Mouse control is superior to using my keyboard as I have much more resolution in regards to fine cyclic adjustment.
The current implementation is far too slow to practically use (I’d need to drag my mouse across my room almost.
(800dpi , standard windows sense , no mouse acceleration)
Hello moth.
we have tested this on our end but we could not reproduce the issue.
Regards,
Geez
Thu, Feb 6
Hello, I will close it since it works as supposed.
But your point regarding use of absolute time is valid however its not that simple since we would have to make solution for all platforms and not only Windows so it might be considered in future.
It might be worthwhile to automatically recognize a player's specialization based on their gear.
Most likely related to T181019
The introduction of gear restrictions based on rank in version 1.3 will most likely solve this problem to a greater extent.
Most likely in all these cases the supplies are too close to the base and because of this we do not get experience for their delivery
All good, it was an extreme edge case and pretty unlikely to ever effect almost any players anyway. Cheers for looking into it though.
I'd like to retract everything above :)
I was made aware that the game code is supposed to adjust the sleep time and there may be an issue with my debugging method. As such I have updated my test hook to positively identify the 16ms sleep call via the calling function address instead of relying on the value of 160000. It also now write statistics to a ring-buffer that another thread then prints out so as to not mess with the timing.
Wed, Feb 5
Issue seems to be fixed in the experimental version.
Thanks for the Report.
Textures are also too bright.
Thank you, we tested this issue further but we still were unable to produce it on our end.
Regards,
Geez
This surface produces the new rubble footstep sounds, meant for walking over destroyed buildings/rubble piles.
Same thing for the barn above.
No relation to character type. Found in 1.3.0.32. No mods, official conflict exp server. Unable to reproduce offline or with 1 player only.
This no longer appears to be an issue as of the 1.3.0.55 update
This no longer appears to be an issue as of the 1.3.0.55 update
Another one :-)
Tue, Feb 4
Same issue: