related: #16365
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May 10 2016
https://www.youtube.com/watch?v=8JaRVV2eegI
same principle
Closing in favor of #8595.
Wait for beta or final - there will be bolt action weapons
Similar to many other tickets.
#912
Duplicate of #912
Duplicate. See top voted tickets.
#3435
Duplicate of #3435
In 3 Months it will be 2 years since this was reported. How is there still no interiors? If I worked there and they gave me a bunch of interior objects I would of had this done in one week. Snap to object select corner vert of picture frame snap to wall vert done.
I don't understand why people who have no experience with game engines or any programming experience at all, say that interior objects would slow down the game. This it is simply not true.
Basically in Video games when there are objects inside of a building and you go inside a building, you see objects; and walls. These walls block the outside from your camera. This means the world that your camera cannot see isn't being rendered and you actually save FPS/ increase in frames, that is why in 99% of games you get better performance inside a building. Granted not every scene is created equal, sometimes an interior can decrease frames if more detailed then the outside; but that is a rare case. And usually just bad design on the part of the Devs. So yes it does work the other way around, if you are outside and stare directly at an outside exterior wall you will NOT be rendering the objects inside.
https://developer.valvesoftware.com/wiki/Visibility_optimization
https://developer.valvesoftware.com/wiki/Visleaf
http://en.wikipedia.org/wiki/Doom_engine (1993-1995 Stable release)
Quote "Each sector within the level has a linked list of things stored in that sector. As each sector is drawn the sprites are placed into a list of sprites to be drawn. If not within the field of view these are ignored."
good idea would be (to have a bit of variety) making 4-5 models of each (chairs tables beds and such) and then use a proxy system to deploy them randomly.
perhaps some buildings that are eye catchers, and where you come along more often should have it's interior integrated so it doesn't change, but the rest yould get furnitured randomly and no one would care too much.
perhaps also some lamps in the intact buildings, wich are also turned on randomly?
could be really nice addition for the civilian site, if it gets back in the game, otherwise it looks really lifeless.
There's a joke on the rubbish texture in-game - a picture of a UFO with the headlines 'Mysterious disappearance of Furniture'. Seems BI are aware of this issue and are not going to add furniture to the buildings in-game.
Arma3 has been released and Altis is an island without furnishings! Please Devs, add more objects (especially furniture) so buildings can at least be furnished in the editor. Perhaps with the free DLC? All we need are a bed, a wardrobe, a cabinet/drawer, a rug, sofa, arm chair, TV, and table with fully editable textures. Nothing grandiose - just something simple!
I like it, but about the performance problem, I say they should add a module like some of you guys have already said.
AI pathfinding would have to- HAVE TO- be fixed before this. I still have AI squaddies getting stuck on carts/trees/bridges/bloody-nothing-at-all outside of buildings in the nice and open, I can only imagine what would happen inside. I do recall in OA/Arma 2 that any AI sqaddies sent into a structure had a pretty good chance of never finding their way out again. So while this would be an awesome addition, it would require pathfinding to be fixed really really well first. Totally possible that will happen, but if not then it'd be a disaster.
It'd be brilliant to have a wide range of objects to furnish rooms with. Mission editors could restrict them to an AO, thereby saving FPS.
I really like that idea :) Hopefully they'll implement it. We need more upvotes!
of course yes, hell if they set it to even just load in 10m away from a building to the start populating the building with contents, it would be a huge performance saver as it wouldn't have to load all the contents in all the buildings at all times.
but mind you, given the clutter range that already eats performance, when you get within range of the building you may experience a hit in performance, so you will have to compensate for it, or if the devs are smart, they can dynamicly take away from the clutter range to make up for building contents, for example cut the clutter range by 200m.
This of course would be unnoticable since you are in an urban area and you are entering a building, you wont notice the clutter being cut away 2km away or more.
Anyhow, they made it work in takistan map for Operation Arrowhead, I am sure they can make it work for A3.
btw does anyone else think that the AI have set paths un building? Ive never seen one in a building..
I like that idea that it should be an option. It would really be cool when you have for say, a hostage situation in a house somewhere in Agia Marina, and the whole team splits into 2, and find that theres a desk with a computer blocking the way to a clear shot, and team 2 breaches a BAM! I just wet my pants :D
I really like the idea of the module, and it loading in when youre close. DO you guys think that that will help performance?
I agree that there should be a module, or atleast load in once you are close.. i saw a video of a mission a guy made and he made it to where there is nothing really there until you are in view distance.. Just to improve performance
I would MUCH rather have AI use buildings more often during regular combat than have furniture in the houses. Furniture will most likely mess with AI pathfinding and preformance in general.
Alright thanks CSR Kryssar! I'm excited! Plus to the others saying things about performance, i notice( that if you put more load on the cpu and gfx card in this game, it leads to better fps bc it forces the game to load onto the both of them IMO. I get better fps on ultra (40-60) than low, 30-40.
I dont know hey, they managed to fill interriors in takistan, and that doesnt seem to have had much of a performance hit i guess, also some buildings in chernarus were filled too, but I agree, it should have some stuff in, and i doubt that it would mess with path finding, as i understand, paths in buildings are somewhat predefined, if not, it can be made like that so that it will guide AI to traverse interiors much easier.
I think people are being a bit too negative about this. but in that case, yeah if your system can't hold up to it, then BIS should make interior clutter an option to enable or disable. Personally I would like it to bee a little decorated, Im not asking for over the top details, but some stuff inside would be greatly appreciated.
Also perhaps objects in the interior can only become visiable within a distance of say 100m? I mean what can you really see inside a building within 100m? or even less? I am sure the devs can make it work, i mean they did make it work with takistan.
So anyhow, I vote up, make it oiptional =)
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.
-1
Not because of the idea itself, but because of numerous very remarkable issues that could result in adding more furniture, like even worse FPS (which is a no-no!), troubles with AI pathfinding and glitches with character collision.
It'd be nice to have.
However, more furniture means less performance, so there should be a module to add it.
Agreed on performance and alpha status.
There is another explanation: people from the towns and villages have fled the warzone, taking their belongings with them. Takistani houses had stuff in them, but that could be explained with lack of transport capable of taking everything.
I'm not against sensible filling of houses with furniture and items, but the "ghost town" appearance produces that special eerie feeling, the sense of immediate danger. It reminds you, that you're not on vacations there, but have a job to do. Also it's easier to navigate empty rooms, when in trouble.
Right but do you think they'll add it? I mean, its our job to request things not in the game right?
Remember. THIS IS AN ALPHA
Closing as duplicate.
Duplicate of #7773
(although this ticket has slightly different repro description)
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.
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.
Unable to reproduce / insufficient description.
If this issue is still valid, please create a new ticket and perhaps add a screenshot or two.
Related to #4764
Not reproducable.
We are very sorry, this issue was closed as designed.
He is just trolling trying to get at us, I don't play online in A3. Mostly because of this, but I'm sure that he understands it's an Alpha but has no use of his life anywhere else. Or we'll stick with the simple: He's a blind idiot.
Hacking issues are not to be tracked publicly, so this ticket is being closed.
Some fixes for the security issues have already been released in the dev build and more are on the way.
For a hacker he doesn't seem to understand the concept of an Alpha does he?
"go pester BIS to get their act together, end plug this leaky bucket of a game. VE, mute 4."
Is this not, what we are doing on this Tracker? Bloody Clown.
Yes, very good ticket about silent GetIn/GetOut sounds, sometimes in large pvp battles likes Domination, its be very useful!
This is a duplicate of #2927 and #5890. Closing.
Covered by #799.
Mass-closing resolved issues not updated in 10 days.
Kudus japapatramtara! :)
but i noticed:
EH return when triggered ie.
[BIS_fnc_setObjectVar_object1,33a3b900# 164238: dummyweapon.p3d,"NVGoggles"]
and
allUnits return
[BIS_fnc_setObjectVar_object1]
side BIS_fnc_setObjectVar_object1
WEST
assuming this is as a consequence of the new implementation, isn't it a bit risky to let the auxiliary object show there? It is easy to exclude it from the list but some allUnits usage may not account for it.
Edit:
player == BIS_fnc_setObjectVar_object1
true
just noticed this is the player itself. Which probably points to this originating elsewhere.
(version DEV 1.03.110951)
Tested, it works now, thanks. Can be marked resolved.
dupe items podcast: I made a progress but... I'm sure you know a sort of bugs in which we simply change one line of code or true to false flag and everything is ok. Well.. dupe items problem definitely not that kind of bug :-/
japapatramtara, you are our hero! All these dupes are plague for our Wasteland mission which is heavily loot-oriented. I hope we can finally get rid of dupes onces and for all!
DEV. 110926:
http://feedback.arma3.com/view.php?id=7824#c56521 - Event handler from remote corpse should be fired now.
sorry for delay, I forgot on this task at all ;-)
@japapatramtara any news on the fix of these EHs? We are so close. I have posted above the repro http://feedback.arma3.com/view.php?id=7824#c56521 have you tried it? It is still happening in today's build.
well about duping items.. I'm actually working on a big patch which could solve the worst duping cases like duping whole containers etc. So maybe it will fix also others duplicates but who knows. JFYI see http://feedback.arma3.com/view.php?id=14539 - I'm working on itemsdupe_repro and then bodydupe. So don't worry I have n't thrown you overboard ;-) but try to keep in touch with the thread topic so If anyone will find anything with dupes, please report it into thread above and all about EH into this thread.
ok, I'm so close to fix dupes bugs, but it is no as easy as it can look(I have one server and three A3 running instances at my PC and of course three debug development tools, which means, that my i7 is on fire :-) ) anyway, today I'm planning to take overtime to solve it.
OK issue is present in MP. I could not test it on local unit because as soon as you kill local unit it freezes the game: http://feedback.arma3.com/view.php?id=15119
So this is what you have to do.
Get my sandbox package: http://killzonekid.com/arma-3-local-dedicated-server/
When logged in spawn a player on the server, enter in server box:
bill = createGroup west createUnit [typeOf sb_caller, position sb_caller, [], 0, "none"]
Kill him
open his inventory
drag compass, radio, map etc to your inventory
No take fired
Drag all back
Put fired
Now drag all back to inventory
Take fires now.
I think it was MP (or SP cant remember). Will do detailed repo for you tonight.
japapatramtara, not sure if this is the bug that Killzone_Kid mentioned but here is weapon duping bug that we found (works in last stable):
- Have few mags and weapon in non-local vehicle.
- Player that is non-local to vehicle first puts few mags into his inventory.
- Then player right clicks on weapon which puts it into his hands and auto loads one mag while also leaves same weapon in container.
Killzone_Kid: SP or MP? And do you have a 100% repro or it does sometime only? I'm trying to reproduce your steps(kill the man and taking his compass, radio, etc.. and/or switching handguns with him and all EH seems to be ok even with no dupes)
Would be nice if it did.
OK Mr japapatramtara, it seems like taking an item (compass, map, radio, goggles etc) from the dead body for the first time doesn't fire take, be it dragging into inventory or directly into designated slot. Hope this helps.
@Polaris the transaction takes place and it fires the event. I say works as intended.
Also I've been dragging handgun back and forth between myself and dead body and at one time take didn't fire. I also managed to dupe it and ended up with 5 handguns instead of 2
That's like saying it should fire when you throw a grenade. It shouldn't.
@Polaris Yes magazine is changing container, it goes from inventory to weapon item slot. Also when you take item and gear is not open, the container will obviously not be you, you can detect this as well.