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May 10 2016

Bohemia added a project to T66161: Binoculars - Quick-Switch - on&off please!: Arma 3.
May 10 2016, 2:30 AM · Arma 3
Karim edited Steps To Reproduce on T66161: Binoculars - Quick-Switch - on&off please!.
May 10 2016, 2:30 AM · Arma 3
MadDogX added a comment to T66160: attachTo command on crates will not allow you to put items from crate into inventory.

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.

May 10 2016, 2:30 AM · Arma 3
Bohemia added a project to T66160: attachTo command on crates will not allow you to put items from crate into inventory: Arma 3.
May 10 2016, 2:30 AM · Arma 3
cobra4v320 edited Steps To Reproduce on T66160: attachTo command on crates will not allow you to put items from crate into inventory.
May 10 2016, 2:30 AM · Arma 3
TTc30 added a comment to T66159: Current craters do not live up to arma 3 standard.

I don't think you can have that level of detail that you're talking about in the current game, i don't know if you have noticed that the terrain in Arma doesn't have very many polygons, but an object crater is definitely possible.

May 10 2016, 2:30 AM · Arma 3
fragmachine added a comment to T66159: Current craters do not live up to arma 3 standard.

They could buy it from Oovee or implement it by Physx i don't really care how they would implement - but I want to see it in game :) Now some folks getting excited and their jaw drop on the floor when BIS publish some new vehicle or gun - but what really matters and what make this game are the features that can't be done by modders - features that are gameplay - changing.

Craters in which infantry can hide waiting for CAS - and ones that aren't embarrasing no more in the gaming community - but rather giving you real reason for dropping your jaw to the floor - and then instantly visual fidelity going along with gameplay opportunities.

I would mostly appreciate some surface simulation like slickness, mud or sand in which wheeled vehicles can stuck. Then we would need another vehicle to tow us out. This would give priority to roads and would put an accent to control them. No more truck running mindlessly through plowed field. It would also add more depth into tank combat.

May 10 2016, 2:30 AM · Arma 3
chakflying added a comment to T66159: Current craters do not live up to arma 3 standard.

Honestly I don't even care if they buy the technology from Oovee, I just so want the feature to be in the game! It would add a whole new level of realism and immersion, like actually getting stuck in the mud and have to radio the combat logistics company for help, and no more super slow hill climbers.
I just think that they are not experienced with the PhysX engine and can't explore the true possibilities that lies beyond, building destruction is only the basics.
Well you can also blame the weird multiplayer framework that they don't seem to plan on changing.

May 10 2016, 2:30 AM · Arma 3
fragmachine added a comment to T66159: Current craters do not live up to arma 3 standard.

I remember FFUR mod for OFP which added modeled craters. Even these modeled ones would look much better than what we have now. It's been like that since first OFP and it would be nice if ArmA 3 would open up new era in Virtual Reality history.

May 10 2016, 2:30 AM · Arma 3
bez added a comment to T66159: Current craters do not live up to arma 3 standard.

WOW this Spin-Tires is awesome,
even the tiers are getting squashed by the rocks and all!
This one even has mud simulated, EPIC!
http://www.youtube.com/watch?v=m11cDRVG8MY
Never heard of that game, thanks fragmachine!

When they announced that Physx will be in, I had this in mind.
I guess we will have to wait for ArmaA4, or 5.

Anyway, back to topic, upvoted!

May 10 2016, 2:30 AM · Arma 3
fragmachine added a comment to T66159: Current craters do not live up to arma 3 standard.

For some reason I can understand why vegetation in A3 have limits but I would like to see at least proper craters and mud simulation in final game. Imagine, what vehicle would you choose if there would be muddy terrain - wheeled or tracked? Obviously i would choose tracked - slowest, more expensive in exploitation than wheeled but at least will take me to the missions location. If there would by sunny, dry day i would probably go with wheeled to get as fast to the location as I can. There is countless of possibilities.

BTW: You can actually download demo of Spin Tires:
http://www.oovee.co.uk/spintire-download-mirrors/

May 10 2016, 2:30 AM · Arma 3
TTc30 added a comment to T66159: Current craters do not live up to arma 3 standard.

Wow you guys sure have a lot of ideas :D

May 10 2016, 2:30 AM · Arma 3
CSRKryssar added a comment to T66159: Current craters do not live up to arma 3 standard.

This issue was processed by our team and will be looked into. We thank you for your feedback.

Please keep the issue monitored to see when it is fixed.

May 10 2016, 2:30 AM · Arma 3
fragmachine added a comment to T66159: Current craters do not live up to arma 3 standard.

I think that this could be much easier to implement than physx based building damage. Anyway im surprised that it was one of the most wanted features for A2 and now it gets only 21? I think that people are tired of waiting lol. Texture craters really doesnt fit right to ArmA 3 beautiness. Even modeled ones (like aftercrash ground bruise) would be better, but if mud is possible with physx 3 implementation (one of its features is simulating different surfaces) terrain deformation probably too.

see this:
http://www.youtube.com/watch?v=VHn3GsBsGRM ;)

graphically this isn't as good compared to ArmA 3 but physically... well check for yourself, swinging antennas on the vehicles, environment is reacting to force, not only ground is deformable but also bushes, trees are reacting much more realistic to the force than in A3 Alpha. You can even get that rustling sound we heard in 2001 OFP when passing through the bushes and trees. There is even a river with running water. ArmA 3 could easily became game of decade with these features on map size like Altis.

1:40 http://www.youtube.com/watch?v=CqWG3DgPYx0

May 10 2016, 2:30 AM · Arma 3
TTc30 edited Steps To Reproduce on T66159: Current craters do not live up to arma 3 standard.
May 10 2016, 2:30 AM · Arma 3
ceeeb added a comment to T66159: Current craters do not live up to arma 3 standard.

Related to #6992

May 10 2016, 2:30 AM · Arma 3
Bohemia updated subscribers of T66159: Current craters do not live up to arma 3 standard.
May 10 2016, 2:30 AM · Arma 3
TTc30 added a comment to T66159: Current craters do not live up to arma 3 standard.

I even think VBS2 and arma 3 is based on the same engine

Before they updated the engine for arma 3

May 10 2016, 2:30 AM · Arma 3
Bohemia added a project to T66159: Current craters do not live up to arma 3 standard: Arma 3.
May 10 2016, 2:30 AM · Arma 3
MulleDK19 added a comment to T66158: Loading appears infinite when server is selecting or editing mission.

Still present in latest development build. Players cannot see that the server is just editing a mission and their game isn't frozen!

May 10 2016, 2:30 AM · Arma 3
Bohemia added a project to T66158: Loading appears infinite when server is selecting or editing mission: Arma 3.
May 10 2016, 2:30 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T66158: Loading appears infinite when server is selecting or editing mission.
May 10 2016, 2:30 AM · Arma 3
MadDogX added a comment to T66157: Unstoppable running with weapon down for around 30 seconds..

#739

May 10 2016, 2:30 AM · Arma 3
Bohemia added a project to T66157: Unstoppable running with weapon down for around 30 seconds.: Arma 3.
May 10 2016, 2:30 AM · Arma 3
heath edited Steps To Reproduce on T66157: Unstoppable running with weapon down for around 30 seconds..
May 10 2016, 2:30 AM · Arma 3
ceeeb added a comment to T66157: Unstoppable running with weapon down for around 30 seconds..

Duplicate of #739

May 10 2016, 2:30 AM · Arma 3
oukej added a comment to T66156: Grenades are not selectable on respawn.

Afaik it was fixed some time ago. I can't reproduce the issue anymore. Please, can you confirm?

May 10 2016, 2:30 AM · Arma 3
oukej added a comment to T66156: Grenades are not selectable on respawn.

Right. I am sorry about the misinformation. I will try to investigate where in the process the maverick got lost ;)

May 10 2016, 2:30 AM · Arma 3
KDN added a comment to T66156: Grenades are not selectable on respawn.

Yep, it is resolved for the standard outfitted units.
On occasion, refitting a unit with a custom load out from third party scripting this problem still shows up but THAT is NOT your problem. :)
Thank you.

May 10 2016, 2:30 AM · Arma 3
KDN added a comment to T66156: Grenades are not selectable on respawn.

Resolved

May 10 2016, 2:30 AM · Arma 3
KDN added a comment to T66156: Grenades are not selectable on respawn.

The issue does not seem be fixed in Dev version 0.77.109067.
I am not sure if it is suppose to be fixed in this version yet, though. Just reporting.

It looks that the Grenadier, Autorifleman and TeamLeader ONLY have this problem, at least on the Blue force side.
It is only related to their class. Changing gear and weapons before dying does NOT fix their problem after their respawn.

May 10 2016, 2:30 AM · Arma 3
falconx1 added a comment to T66156: Grenades are not selectable on respawn.

this was hapening to me all day yesterday on the current stable version. My mission uses the new respawn templates and after i respawn i have grenades but cant throw them. there is lines of interest in the .rpt file

have Karel take a look at this issue. I'm pretty sure he can reproduce the issue and fix it within an hour max

May 10 2016, 2:30 AM · Arma 3
oukej added a comment to T66156: Grenades are not selectable on respawn.

Soldiers' awareness of their own pockets was improved on the engine side ;) Should be more reliable now.
In the attached mission all the classes have their grenades ready after the respawn. It should be reliable globally.

It should appear in the next version of dev build .exe.

May 10 2016, 2:30 AM · Arma 3
Fireball added a comment to T66156: Grenades are not selectable on respawn.

Reopening due to feedback

May 10 2016, 2:30 AM · Arma 3
Raco added a comment to T66156: Grenades are not selectable on respawn.

this also happens with custom loadouts regaurdless of class, same thing happens with chem lights too, and i've noticed flares dont seem to work at all even after dropping and picking back up

May 10 2016, 2:30 AM · Arma 3
kju-PvPscene added a comment to T66156: Grenades are not selectable on respawn.

A2/OA had the bug of losing the Throw weapon when dropping grenade type items.
Sounds like the same still true for A3.

However this may be a second bug unrelated to the class specific problem.

See:
https://dev-heaven.net/issues/20106
https://dev-heaven.net/issues/6003

May 10 2016, 2:30 AM · Arma 3
KDN added a comment to T66156: Grenades are not selectable on respawn.

I just rechecked and ONLY the TEAM LEADER still has this problem. I am attaching a simple mission with base respawn for reproduction of issue.
I can reproduce the problem in this mission but please let me know if you need anything else.
Thanks for looking into it.

PS: I have only checked the Blue side at this point.

May 10 2016, 2:30 AM · Arma 3
Zeloran added a comment to T66156: Grenades are not selectable on respawn.

Thank you for your report. Bug was reported and will be solved as soon as possible.

May 10 2016, 2:30 AM · Arma 3
KDN added a comment to T66156: Grenades are not selectable on respawn.

As of version 0.75.108659, the Blue Grenadier has this problem all of sudden

May 10 2016, 2:30 AM · Arma 3
Bohemia updated subscribers of T66156: Grenades are not selectable on respawn.
May 10 2016, 2:30 AM · Arma 3
CSRKryssar added a comment to T66156: Grenades are not selectable on respawn.

This issue was processed by our team and will be looked into. We thank you for your feedback.

Please keep the issue monitored to see when it is fixed.

May 10 2016, 2:30 AM · Arma 3
kju-PvPscene added a comment to T66156: Grenades are not selectable on respawn.

Maybe Throw (and Put) missing in respawnWeapons[] definition for some classes?

May 10 2016, 2:30 AM · Arma 3
Zeloran added a comment to T66156: Grenades are not selectable on respawn.

Unable to reproduce.

Can you, please, verify, that it is still happening?

If yes, I would appreciate if you attached the mission you were running.

May 10 2016, 2:30 AM · Arma 3
Bohemia added a project to T66156: Grenades are not selectable on respawn: Arma 3.
May 10 2016, 2:30 AM · Arma 3
MadDogX added a comment to T66155: Add parallax effect to aiming view - aim the rifle with a mouse but align sights with TrackIR.

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.

May 10 2016, 2:30 AM · Arma 3
KDN edited Steps To Reproduce on T66156: Grenades are not selectable on respawn.
May 10 2016, 2:30 AM · Arma 3
Nothun added a comment to T66155: Add parallax effect to aiming view - aim the rifle with a mouse but align sights with TrackIR.

Well Armapirx,

Although I normaly wouldn't revoke a vote, you do have very good arguments, and as I would also love to see this feature, but only if you can toggle it on/off. since this is where you are going, I am now with you on this.
One Up!

May 10 2016, 2:30 AM · Arma 3
MordeaniisChaos added a comment to T66155: Add parallax effect to aiming view - aim the rifle with a mouse but align sights with TrackIR.

I think this would be much more sensible with Occulus rift, but my ultimate issue is I do not have confidence that it will be as natural and easy as in reality. Even with very little practice I've been able to acquire a decent sight picture very quickly on rifles. But that's because I have far more feedback and can achieve a good cheek weld. Track IR cannot give most of that feedback, and cannot offer me a good cheek weld. I think that it would probably do more harm than good. But, if someone can prove that it'd work in the game without any issues with tracking getting in the way, I'd be stoked to see it. I'm just not optimistic about this and it seems like a very small thing to push for when there are much larger issues with weapon handling at the moment.

May 10 2016, 2:30 AM · Arma 3
armapirx added a comment to T66155: Add parallax effect to aiming view - aim the rifle with a mouse but align sights with TrackIR.

Thank you! :) I appreciate your vote and our discussion.

May 10 2016, 2:30 AM · Arma 3
Nothun added a comment to T66155: Add parallax effect to aiming view - aim the rifle with a mouse but align sights with TrackIR.

@armapirx

Don't get me wrong on the subject, I love Arma since Arma 1 the way you do, because of the non Call of Duty style. Pushing the boundaries of the gaming engine even more so.

"With that in mind, all that could be demanded from a player, would be to only hold W and left mouse button, because he plays a trained soldier, whow knows when to move and when to shoot." -Armapirx

This is not what Arma is about, you are right. The skill in Arma lies in the abillity to learn the skill of doing what, where and when, and this is what is so amazing, players that can fly a arma helicopter to unbelievable precision, because they LEARNED it.
Your idea to be able to toggle it on or off (which I didn't read out in your desc. I am sorry) is great, and yes, for those who can and want to a very nice feature.

I have a lot of experience with rifles, as I worked for a weaponsmith for two years, and i am a hunting guide. Anybody using a rifle (or assault rifles) with iron sights or improved sights like Reflex, Scopes or other, can compensate the effects of parallax simply by pratice and it becomes second nature. Soldiers do not think about the parallex effect since they have the experience with it, thus being able to think about more critical things like the tactical situation or scanning for enemies.
I myself would be so focused on the parallax, that I would completely neglegt my surroundings. Headtracking in my opinion is not as precise as it should be to accomodate this feature.

May 10 2016, 2:30 AM · Arma 3
armapirx added a comment to T66155: Add parallax effect to aiming view - aim the rifle with a mouse but align sights with TrackIR.

@Nothun:
I had shot rifles and pistols and I have a degree of experience and familiarity with them. I have used ironsights, as well as reflex sight, which is really helpful, but which required a bit of practice and getting used to it nevertheless.

I was doing some experiments, after I got the idea to enchance aiming, but before posting the ticket. My goal behind this idea, is to introduce an enchancement without forcing anyone to use it, without complicating players' lives and without requiring BIS to create something very complex.

What I did, was to try to keep my head turned to such position, that would hold the red dot exactly in the middle of the screen, while aiming and shooting. I was also trying to align various parts of a rifle against themselves and to keep them aligned, while looking around with mouse in standard (not aimed) view. Is is certainly possible to coordinate head and hand movement, after a rather short training.

An example aiming procedure could be as following (easier and faster to do, than to write and read):

  1. You sit on a position, don't move and only look around for enemies.
  2. You spot one and turn towards him with a mouse, while keeping your head on him with headtrack gear, for now only just not to loose a sight of him.
  3. Once turned towards the enemy, you press the "aim" button and see the sights, which aren't perfectly aligned yet. The enemy is still visible somewhere in your field of view.
  4. You move your head with headtrack gear, so that the sights are aligned or red dot is visible on the glass. It would be easy to gauge, what direction you have to turn your head, just by looking at the sights or a rifle model (if you have a reflex sight).
  5. You keep your head stationary, to keep the sights aligned and turn the rifle with the mouse for a final aim, just like you do it now. The only difference is that you have to keep your head stationary during the aiming process, which isn't that hard to do.
  6. Shoot once the sights or red dot are on the target.
  7. Repeat for another target OR just aim with the mouse at another target, while still keeping the head stationary, to keep the sights aligned for quick shooting.

The only difference from the current aiming system, is the addition of step 4 and the requirement to keep your head stationary until the target is down. After that, you're free to look around, until you want to aim at the next enemy. With training, you could even merge steps 4 and 5 into one smooth move. If you had a reflex sight, aiming would be even easier. Looking at the enemy and aiming at him would somehow "automatically" align everything, so that a red dot would appear near the enemy or even, with a bit of practice, on top of him.

There is also one advantage, that this improved aiming system provides over the current system and it would be visible on SDAR. SDAR is zeroed at 30m, which calls for rather high hold over, when shooting on land at greater distances. At the same time, the thick muzzle sight hides the target. With the improved system and a bit of practice, you could aim at targets, without them being obscured by the muzzle sight. It's kind of similar to the case, when you zero your rifle at say 300-500m and make headshots at closer ranges, when aiming below, to keep targets in plain view, instead of hidden behind the ironsights (I used that for AK family in Arma 2 with much success).

You've written:
"I myself would be so focused on the parallax, that I would completely neglegt my surroundings. Headtracking in my opinion is not as precise as it should be to accomodate this feature. "

It's kind of similar to being able to hit a specific key on a keyboard without looking at it. At first I had to look down, for example to find that R for reload, but now I can hit it precisely with my eyes focused on the screen all the time. Also it's similar to walking in one direction, while looking in the other or looking into the turns, instead of directly ahead, where the aircraft's nose is pointing.

It's a matter of practice, which by the way, shouldn't take too long, once you're familiar with Arma's concept of having your view detached from the crosshair, unlike in an ordinary FPP shooter. For me, at first it was total spatial disorientation, like "what?? where am I looking and where am I walking?" but now I can't imagine not to have a headtracking device in Arma.

Regarding the precision, it's only a matter of setting the TrackIR profile to suit your preferences. You can make it less sensitive or to react in a non-linear manner to your head's movements, you can add a deadzone in the middle, there are certain movement smoothing options as well. I don't know if your device, or other headtracking solutions out there in general, have similar options available, but I assume, that the other devices are configurable as well.

May 10 2016, 2:30 AM · Arma 3
armapirx added a comment to T66155: Add parallax effect to aiming view - aim the rifle with a mouse but align sights with TrackIR.

@AD2001:
I didn't knew that. I have TrackIR and I can freelook around while aiming, so I assumed this is the same when using freelook. I did a quick test and you're right. However it doesn't change anything, because without headtracking device the sights are always aligned and the feature wouldn't work anyway, so no problems for those without headtracking gear.

@Nothun:
It's not about simulating parallax effects inside scopes or sights. It's about something entirely else.

When you shoot a real rifle, you hold it in your hands and aim it at the target. This is what we do with the mouse and the fun of shooting ends here. Point and click.

But for real, you have to put your eye in a correct position behind the sights, so that the eye, muzzle sight, back sight and the target are aligned in one line. It's not that easy, it's a skll to learn and reflex sights were invented to simplify aiming, *especially* at close ranges. With reflex sights, you have to align only two points: target and red dot, the eye doesn't have to be perfectly aligned, as long as you can see the dot on the glass (there are some optical issues here as well, but for the simplicity and gameplay I left them out). IR laser pointer is even easier to use and serves a purpose.

This is what we miss and our sights and lasers are only for show, not really needed, which I find to be a pity. My proposition is to allow for simulating the eye-sights-target aligning process with the use of TrackIR. It would be a skill to learn, for those interested, because this parallax aiming would be a option to choose (or not).

With the feature active, you would have to place the eye (by turning your head) in the correct position, so that the sights are aligned and only then you would hit the target under the sights. If you had a reflex sight, it would be enough to look at the rifle at such headtrack angle, so that the red dot is visible - putting the dot on the target would happen as it happens now, with the mouse. It would require head and hand coordination with what you see on screen.

Try this: in Editor, place your character (BLUFOR medic) on the runway at Stratis Airbase, directly west from the ATC tower. While ingame, get into urban prone position. Aim and try shooting the windows on top of the tower. Then remove the red dot sight and try doing it with ironsights. See the difference? This is what we miss from aiming.

First Rainbow Six had only a cross on the screen, no weapon model visible at all. OFP had black bitmap ironsights, then 3D ironsights were later introduced. In Arma2 reflex sights were still painted on the glass. Now we have "real" collimated reflex sights, so why not to use them? Why not to push onscreen aiming a bit further? At least as an experiment for those willing to check it out. Without innovation we could as well stop games' evolution at Doom or Duke Nukem 3D. The building bricks are in the Arma3 engine already, I don't ask for something requiring massive programmer resources.

You've written:
"we play "soldiers", which are trained in aiming and countering this effect."

With that in mind, all that could be demanded from a player, would be to only hold W and left mouse button, because he plays a trained soldier, whow knows when to move and when to shoot.

OFP, then Arma always were about personal experience. It was the player, who learned the right stuff and overcomed the difficulties in the end. There was no life bar, one bullet ended it. The enemies were hiding and none of them were eager to jump right in front of you. They were good at hitting you, not like in other games, where the enemies miss you from 10 meters away. There were no "perks", which magically improved your aim or made you run faster or being more bulletproof.

In a word, Arma is unforgiving, yet it has survived and has grown a huge fanbase. So maybe a way of "personal experience" is the way to go? Others have to release a new title every year and they are still only "one of many". If so, why not to give players more things to learn?

As a side note, I'm impatiently awaiting introduction of ToH flight model to Arma3. I know how a helicopter works, I used to study FAA publications and similar and hadn't had any problems in any sim out there. But o boy, this will be fun to read: "help! the helicopters are now unflyable!!" or "plz make the pilot class use the old flight model, because he is *experienced* and can fly a halicopter with ease".

It's all about personal experience. Which is why I still love Arma.

May 10 2016, 2:30 AM · Arma 3
Bohemia updated subscribers of T66155: Add parallax effect to aiming view - aim the rifle with a mouse but align sights with TrackIR.
May 10 2016, 2:29 AM · Arma 3
Nothun added a comment to T66155: Add parallax effect to aiming view - aim the rifle with a mouse but align sights with TrackIR.

Well AD2001, I do not own a TrackIR kit, but I use a Headtracking device similar to TrackIR and you do have freelook when aiming with Headtracking devices. Since this is already implemented (but only for players with such devices) it is possible to add a parallax effect.
I would also love to see this in a simulation, but the fact is that modern scopes and sights have a "counter-parallax" adjustment screw to counter this to a great extent. Also, the parallax effect is of great importance to snipers/scouts/marksman, but of little relevance to CQB, since it's effect is neglible for small distances.
I have to vote this one down, since we play "soldiers", which are trained in aiming and countering this effect.

May 10 2016, 2:29 AM · Arma 3
AD2001 added a comment to T66155: Add parallax effect to aiming view - aim the rifle with a mouse but align sights with TrackIR.

The problem is you can't use freelook when aiming.

May 10 2016, 2:29 AM · Arma 3
Bohemia added a project to T66155: Add parallax effect to aiming view - aim the rifle with a mouse but align sights with TrackIR: Arma 3.
May 10 2016, 2:29 AM · Arma 3
armapirx edited Steps To Reproduce on T66155: Add parallax effect to aiming view - aim the rifle with a mouse but align sights with TrackIR.
May 10 2016, 2:29 AM · Arma 3
MadDogX added a comment to T66154: [Feedback Tracker issue] - upload file size restriction too small for zipped archive of bidmp/mdmp/rpt.

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.

May 10 2016, 2:29 AM · Arma 3
simast added a comment to T66154: [Feedback Tracker issue] - upload file size restriction too small for zipped archive of bidmp/mdmp/rpt.

The Mantis attachments are set to max 2Mb size but the nginx (HTTP web server) is limiting this to a smaller size ("413 Request Entity Too Large").

The correct fix would be to add something like this to nginx config:

client_max_body_size 2048M;

:)

May 10 2016, 2:29 AM · Arma 3
Kid18120 added a comment to T66154: [Feedback Tracker issue] - upload file size restriction too small for zipped archive of bidmp/mdmp/rpt.

Upvoted for issue reporting sake !
Btw, you can upvote your own issue :P

May 10 2016, 2:29 AM · Arma 3
OMAC added a comment to T66154: [Feedback Tracker issue] - upload file size restriction too small for zipped archive of bidmp/mdmp/rpt.

Done! ;)

May 10 2016, 2:29 AM · Arma 3
MulleDK19 added a comment to T66154: [Feedback Tracker issue] - upload file size restriction too small for zipped archive of bidmp/mdmp/rpt.

Uh? What? The restriction is at 2 MB.

May 10 2016, 2:29 AM · Arma 3
OMAC added a comment to T66154: [Feedback Tracker issue] - upload file size restriction too small for zipped archive of bidmp/mdmp/rpt.

Right. 1.35 MB 7z archive wouldn't upload. File size limitation MUST be large enough to allow upload of compressed archive of ANY bidmp+mdmp+rpt. My mdmps alone are over 8 mb in size.

May 10 2016, 2:29 AM · Arma 3
OMAC edited Steps To Reproduce on T66154: [Feedback Tracker issue] - upload file size restriction too small for zipped archive of bidmp/mdmp/rpt.
May 10 2016, 2:29 AM · Arma 3
Bohemia added a project to T66154: [Feedback Tracker issue] - upload file size restriction too small for zipped archive of bidmp/mdmp/rpt: Arma 3.
May 10 2016, 2:29 AM · Arma 3
CSRKryssar added a comment to T66153: "Take" command has way too big radius - probably other "utilitarian" commands as well.

This issue was processed by our team and will be looked into. We thank you for your feedback.

Please keep the issue monitored to see when it is fixed.

May 10 2016, 2:29 AM · Arma 3
armapirx edited Steps To Reproduce on T66153: "Take" command has way too big radius - probably other "utilitarian" commands as well.
May 10 2016, 2:29 AM · Arma 3
Bohemia added a project to T66153: "Take" command has way too big radius - probably other "utilitarian" commands as well: Arma 3.
May 10 2016, 2:29 AM · Arma 3
Astaroth added a comment to T66152: Crash during drag-n-drop of key to a command when key entries are already present.

Duplicate of 7673.

May 10 2016, 2:29 AM · Arma 3
Bohemia updated subscribers of T66153: "Take" command has way too big radius - probably other "utilitarian" commands as well.
May 10 2016, 2:29 AM · Arma 3
OMAC added a comment to T66152: Crash during drag-n-drop of key to a command when key entries are already present.

I cannot upload mdmp file as it is too large. Provide email address or increase allowable file size.

May 10 2016, 2:29 AM · Arma 3
MulleDK19 added a comment to T66152: Crash during drag-n-drop of key to a command when key entries are already present.

Duplicate of http://feedback.arma3.com/view.php?id=7673

May 10 2016, 2:29 AM · Arma 3
CSRKryssar added a comment to T66151: Error message and skirmish module issue.

This issue was processed by our team and will be looked into. We thank you for your feedback.

Please keep the issue monitored to see when it is fixed.

May 10 2016, 2:29 AM · Arma 3
Fireball added a comment to T66151: Error message and skirmish module issue.

Mass close.

May 10 2016, 2:29 AM · Arma 3
Astaroth added a comment to T66151: Error message and skirmish module issue.

It should be ok in latest build on Steam.

May 10 2016, 2:29 AM · Arma 3
OMAC edited Steps To Reproduce on T66152: Crash during drag-n-drop of key to a command when key entries are already present.
May 10 2016, 2:29 AM · Arma 3
Bohemia added a project to T66152: Crash during drag-n-drop of key to a command when key entries are already present: Arma 3.
May 10 2016, 2:29 AM · Arma 3
ceeeb added a comment to T66150: Very High textures and POM should not be bundled together. (video option).

Related to #6835

May 10 2016, 2:29 AM · Arma 3
ShotgunSheamuS added a comment to T66150: Very High textures and POM should not be bundled together. (video option).

Actually it is bundled with terrain? You can have ultra texture without parralax mapping if you set terrain to standard.

But I agree, it sahould not be bundled with terrain etc, should be enabled or disabled by checkbox, and if possible, also configurable.

May 10 2016, 2:29 AM · Arma 3
Bohemia added a project to T66151: Error message and skirmish module issue: Arma 3.
May 10 2016, 2:29 AM · Arma 3
toff81 edited Steps To Reproduce on T66151: Error message and skirmish module issue.
May 10 2016, 2:29 AM · Arma 3
Bohemia updated subscribers of T66150: Very High textures and POM should not be bundled together. (video option).
May 10 2016, 2:29 AM · Arma 3
Bohemia edited Steps To Reproduce on T66150: Very High textures and POM should not be bundled together. (video option).
May 10 2016, 2:29 AM · Arma 3
CSRKryssar added a comment to T66150: Very High textures and POM should not be bundled together. (video option).

This issue was processed by our team and will be looked into. We thank you for your feedback.

Please keep the issue monitored to see when it is fixed.

May 10 2016, 2:29 AM · Arma 3
Bohemia added a project to T66150: Very High textures and POM should not be bundled together. (video option): Arma 3.
May 10 2016, 2:29 AM · Arma 3
MadDogX added a comment to T66149: Game crashed after using voice function..

Closing due to lack of feedback. If this issue is still reproducable for you, please create a new ticket for it or ask for this one to be re-opened.

May 10 2016, 2:29 AM · Arma 3
LolaLimelight added a comment to T66149: Game crashed after using voice function..

Please let us know in note section if you are still able to reproduce this issue in latest Developement build.

May 10 2016, 2:29 AM · Arma 3
CGMH added a comment to T66149: Game crashed after using voice function..

Now it already crashed in the game lobby, when I used the voice function by accident.

May 10 2016, 2:29 AM · Arma 3
CGMH added a comment to T66149: Game crashed after using voice function..

Oh, that was the data from the appdata/local file for the second crash ;).

May 10 2016, 2:29 AM · Arma 3
GregSIG added a comment to T66149: Game crashed after using voice function..

You should have set the severty to "Crash" so the devs take notice of it. Anyway I get this crash ... it seems this has ocurred after the recent patch on 2nd of May. I will create another bug report with the severty "Crash".

May 10 2016, 2:29 AM · Arma 3
CGMH added a comment to T66149: Game crashed after using voice function..

Voice works again, possibly it was just a problem on that particular server.

May 10 2016, 2:29 AM · Arma 3
CGMH added a comment to T66149: Game crashed after using voice function..

It just crashed again. I was sitting in a MH-9 this time and when using push to talk, the game froze and crashed. But it crashes when I let the key go, not while I am talking! I was both times on the same server. And the little square infront of the name was green, not yellow or red ... well red doesn't work anyway, but you know!

http://www.file-upload.net/download-7517404/crash-data-2.rar.html

May 10 2016, 2:29 AM · Arma 3
Bohemia updated subscribers of T66149: Game crashed after using voice function..
May 10 2016, 2:29 AM · Arma 3
Bohemia added a project to T66149: Game crashed after using voice function.: Arma 3.
May 10 2016, 2:29 AM · Arma 3
CGMH edited Steps To Reproduce on T66149: Game crashed after using voice function..
May 10 2016, 2:29 AM · Arma 3
Dette92 edited Steps To Reproduce on T66148: Camera movement in 3P while adjust right/left in prone stance.
May 10 2016, 2:29 AM · Arma 3
CSRKryssar added a comment to T66148: Camera movement in 3P while adjust right/left in prone stance.

This issue was processed by our team and will be looked into. We thank you for your feedback. Also some edit has been done to title and description.

Please keep the issue monitored to see when it is fixed.

May 10 2016, 2:29 AM · Arma 3
CSRKryssar added a comment to T66147: Missing helicopter pilot helmet texture/file.

This issue was processed by our team and will be looked into. We thank you for your feedback.

Please keep the issue monitored to see when it is fixed.

May 10 2016, 2:29 AM · Arma 3
Bohemia added a project to T66148: Camera movement in 3P while adjust right/left in prone stance: Arma 3.
May 10 2016, 2:29 AM · Arma 3
simast added a comment to T66147: Missing helicopter pilot helmet texture/file.

This issue seems to be fixed in the latest stable 0.56 patch.

May 10 2016, 2:29 AM · Arma 3